Skip to main content

Full text of "Your_Commodore_Issue_06_Mar_85"

See other formats


An Argus Specialist Publication 
MARCH 1985 




YOUR BEST INDEPENDENT COMMODORE MAGAZINE 

THE GAMES mt ■ 
TfrYilWrY g^^^M 



^^^^^^^^ 

WHAT'S IN m i 1 "", 

A GAME -OUR m 11 ^ 
SOFTWARE 

REVIEWS ^^^m Av 

REVEAL ALL 58 J\ 



WRITE YOUR 
OWN ADVEN- 
TURE GAMES: 
EW SERIES 



x 



AN AWESOME 

INTERVIEW 

WITH 

JEFF MINTER 




GIVING THE GAME 
AWAY -WIN THE 
COMPLETE CBS 
SOFTWARE RANGE 






Trade Enquiries. ANIROG SOFTWARE 
10 VICTORIA IND. PARK, VICTORIA 
ROAD. DARTFORD. KENT. 
(0322) 92513/8 

Mail Order 8 HIGH STREET. HORLEY. 
SURREY 24 HOUR CREDIT SALES 
HORLEY 02934 6083 

Payment by P.O. - ACCESS - VISA - 50p 

POSTAttF ft PACKAGING 



In the year 2525 A.D., time travel is 
finally perfected. Scientists of the 
project send you into the time void 
equipped with an armed, all terrain 
vehicle. Your objective is to assist 
mankind in his various battles : from 
the prehistoric age to the aftermath of 
the final conflict Only a successful 
mission can assure your return. 
Features include Hi-Score table, two 
player option, two skill levels and 
continuous play facility. 

Commodore 64 €7.95 




This month in our special 




PLAYING GAMES HAS HAD RATHER A 
bad press. "Stop playing games with me," 
we are told and recognise at once the 
accusation of deviousness and 
dishonesty. People who play games either 
meet deservedly sticky ends or they 
become the scheming heads of multi- 
national oil companies, like fR. And 
someone shot him. 

Take the play, Sleuth, for example. 
Now I can't remember the plot exactly, 
but I can recall that there are two 
characters (or was it three?) who keep 
playing games with each other. First, one 
has murdered the other one's wife (or was 
it his mother?) who in turn (him, not his 
wife) dresses up as a policeman (or was he 
one all along?), then someone is shot (or 
was it stabbed?) but it's only pretend (I 
think!). All in all there's a lot of confusion 
and not just on stage. 

So, playing games is either sinister or 
it's something which we are supposed to 
grow out of along with short trousers and 
spots. Sport is different, of course. It's 
O.K. for a grown man to spend an hour 
and a half on a Saturday afternoon knee 
deep in mud chasing after a funny shaped 
ball while trying to avoid fifteen even 
more fully grown men intent on 
separating his head from his body. Games 
are for those of us who haven't grown up! 

Well, what about darts or snooker? 
Surely, they're games? Afraid not. The 
definition of a sport is an activity practised 
by men who are too big to argue with 
(darts and anything done by Geoff Capes) 
or if it's on the telly (snooker, darts and 
Geoff Capes). I will admit that dominoes 
and shove-ha'penny are two games 
played by grown men. However, they 
usually take place in the back rooms of 
pubs so filled with smoke that it's 
impossible to tell what's going on. 

Unfortunately, some of these attitudes 
have rubbed off onto computer games. 
How often have you heard, "I'm a serious 
programmer. I don't play games." Or "I 
didn't buy you a computer just so you 
could play games." It seems that if you're 




'serious' about computing, then you 
don't play games; if you bought your 
computer for some fun then you feel 
guilty about playing them and if you are 
under a certain age then you're not 
allowed to play them. 

Well, I like playing computer games 
and I refuse to feel guilty about it. The 
good ones don't bypass the brain and 
even the bad ones are no more mindless 
than a weekly mud bath which leaves you 
with lungs like those of the fire-eater who 
sucked rather than blew. No one who has 
been following our Sense of Adventure 
series could possibly argue that computer 
games are not intellectually stimulating. 
The good adventure combines all the 
imaginative power of a novel with tests of 
reasoning and logic to stretch even the 
mathematical genius. 

I recently researched an article on 
computers in schools and was surprised at 
the number of teachers who told me, "Of 
course, we don't allow anyone to play 
games." It may be preferable to get the 
class to run the 200 metres or do the high 
jump rather than waggle the joystick back 
and forth to make Daley Thompson do it 
(though I have my doubts). But there are a 
lot of games which require brainpower as 
well as manual dexterity. Take Impossible 
Mission (and if you win our competition 
this month you'll be able to do just that). 
Here is a game which is immediately 
attractive with brilliant graphics and 
speech but of such complexity that it will 



take a long time for you to crack it. Like all 
such games it teaches one of the most 
important truths about education, that 
practice is the path to improvement. 

Programming is, of course, important 
and Your Commodore is doing its best to 
encourage it. Games are the best 
examples of good programming which 
are easily accessible to all of us. It seems to 
me, therefore, that if good programming 
is to be encouraged then the best way of 
doing it, is to show people exactly what 
can be achieved on the computer. 
Software houses should do this by 
producing the best possible games for the 
machine, ones which use all of its 
capabilities to the full. We are doing it by 
letting you know which games are the 
best and by printing some excellent 
examples ourselves. Cherry Picker in this 
issue is a long listing but for those of you 
with the patience and perseverence, this 
is a game worthy of any software house. 
You will also learn a lot about good 
programming just from typing it in. 

Finally, games are entertainment. They 
are meant to be enjoyed. I hope that all 
you read in this issue will entertain you 
and perhaps even encourage you to start 
producing your own games to give 
pleasure to others. If you become good 
enough you'll be interested to read the 
article on getting your games marketed by 
a software company. Or you could send 
them to Your Commodore and share your 
talent with all our readers. 



E 



FEATURES 



«" AWttOMt 
1WTUVIEW 
tWIH 



NUMBER 6 
MARCH 1985 

Editor: Wendy J Palmer 
Deputy Editor: Kevin Cox 
Editorial Assistant: Alison Hjul 
Advertisement Manager: Mike 
Segrue 

Advertisement Copy Control: 
Laura Champion 
Chairman: Jim Connell 
Origination: Ebony Typesetiing 
Design: MM Design 

Editorial & Advertisement Office 
No 1 Golden Square, 
London W1R 3AB 
Telephone: 01-437 0626 
Telex: B811896 

Your Commodore is a monthly 
magazine appearing on the first 
Friday of each month. 

Distribution by: Argus Press 
Sales & Distribution Ltd, 12-18 
Paul Street, London EC2A 4JS. 
Printed by: Alabaster Passmore 
& Sons Ltd, Tovil, Maidstone, 
Kent. 

Subscription rates upon 
application to Your 
Commodore Subscriptions 
Department, Infonet Ltd. Times 
House. 179 The Marlowes, 
Hemel Hempstead. Herts. HP1 
1BB. 

The contents of this publication 
including all articles, designs, 
plans, drawings and programs 
and all copyright and other 
intellectual property rights 
therein belong to Argus 
Specialist Publications Limited. 
All rights conferred by the Law 
of Copyright and other 
intellectual property rights and 
by virtue of international 
copyright conventions are 
specifically reserved to Argus 
Specialist Publications Limited 
and any reproduction requires 
the prior written consent of the 
Company.* 1985 Argus Specialist 




MINTERVIEW 6 

What have sheep, llamas and chart-topping 
computer games got in common? The answer is, 
of course, Jeff Minter, the king of the hairies. He 
is the subject of this month's special interview. 



LIGHTNING STRIKES 
THRICE 




Oasis Software have recently released three 
software development packages for the 
Commodore 64. They are Basic Lightning, 
White Lightning and Machine Lightning. We 
hope you'll be struck by our reviews. 



WAFERDRIVE 



77 




The Entrepo Waferdrive professes to be a tape 
storage device which is much faster than the 
standard tape? How true are these claims and 
what are its other capabilities? Read our review 
and find out. 




SPECIAL FEATURES 



COMPETITION 



SO YOU'VE WRITTEN 

A GAME 38 

How to get your games marketed or published. 

GAMES CREATORS 62 

Cheating could add a professional touch to your 
games. 

THAT'S 

ENTERTAINMENT 92 

Stateside software from CBS Software and 
Ariolasoft. 




GAMESMANSHIP 37 

This month we show you how to speed up your 
BASIC games. 



PROGRAMMING 
PROJECTS 



42 



Creating crosswords made easy in the second 
instalment of this series. 



THE BASIC FACTS 



Improve your programming style with our 
advice on subroutines. 



MASTERING 
MACHINE CODE 



82 



Exploit the full potential of your machine with 
this series. 



SETTING OUT ON AN 
ADVENTURE 



89 



Our new series helps you create your own 
adventure games. 



GAMES AND UTILITIES 



MINEFIELD 17 

An explosive game for the unexpanded VIC 20. 

CHERRY PICKER 26 

Chomp your way through this cheery game for 
the Commodore 64. 



M.O.B. MAKER 64 



65 



Create professional sprites with this invaluable 
utility for the 64. 



ii it m it =. 




111 



COMPETITION 

It's happened! American software has hit the 
British market in a big, big way. And we're 
offering you the chance to be amongst the first 
Commodore owners to add one, or maybe 
more, of the top American games to your 
collection. Enter our great competition and you 
might be the proud owner of a CBS Software 
game - Impossible Mission, Breakdance, Pii 
Stop are just some of the prizes to be won. 



REGULARS 



46 DATA STATEMENTS 



9 



The latest happenings in the world of 
Commodore. 



SOFTWARE CHART 



16 



Gallup has supplied our list of 64 and VIC chart- 
toppers. 

SENSE OF 

ADVENTURE 20 

Runecaster wrestles with arcade adventures. 

REFERENCE LIBRARY 22 

More reading matter for Commodore 
bookworms. 

SOFTWARE 

SPOTLIGHT 52 

A bumper selection of software reviews. 

INPUT/OUTPUT 72 

Your chance to tell us what you think. 

BUSINESS FILE 80 

Gemini fall under the business spotlight this 
month. 



MIl\IT£fcVI£ 




E 



Jeff 'The Yak' Minter is one of 
the best known personalities in 
games programming. Kevin 
Cox went to meet the hairy 
one. 



EVERYTHING ABOUT JEFF MINTER IS 
hairy. His hair is hairy, his beard is hairy 
and his games are aboul hairy animals. His 
dog, an Afghan, was so hairy it quite 
startled me — I thought is was an 
undersized, overhaired llama — and I 
shan't mention the old adage about dogs 
starting to look like their owners. His 
kitten was not that hairy but obviously 
aspired to the condition. I can't 
remember now, but I'm sure that even the 
carpet was a thick shag-pile. 

So, it was with some trepidation that I 
went to visit Jeff. Perhaps I should explain : 
I am not that hairy. It has been mentioned 
that I am thinning on top just a little, 
perhaps receding, certainly not balding. I 
am not touchy about it (not much. Kojak 
- Ed), but I had nothing to worry aboul. 
Fortunately, Jeff is not a man to be taken 
in by appearances unlike some I could 
mention (who is this Ed anyway?). He 
realised that I was as hairy as the next man, 
on the inside. And that's important, 
because hairiness for Jeff is a philosophy, 
it proclaims his individuality, his 
unwillingness to accept things at face 
value. It also means that he doesn't have 
to fork out a fortune for a haircut as often 
as the rest of us. 

I visited Jeff at home in his family's 
bungalow in Tadley. a village half-way 
between Reading and Basingstoke. As 
soon as you arrive, you know Jeff lives 
there. On the wall is a large painted Llama. 
Inside they're everywhere. The room Jeff 
works in is a specially built extension 
packed with computer equipment: 64, 
Vic, C16 (he'd just bought one), Apple, 
Atari, MSX, BBC. QL plus his stereo 
compact disc and the video machines, 
including The Tempest and Atari's Star 
Wars. But the most striking feature of the 
room is the mural all along one wall. And 
the subject matter? Llamas, of course. And 
then the Llamas on top of the monitors — 




fluffy ones, plastic ones, metal ones. Not 
to mention the camels and the alpacas. 

It seems that Jeff can't remember 
when this obsession with large ruminant 
.quadrupeds began. While still at school 
one of his first games, programmed on an 
8K Pel, was called Vicuna. 

In those days, he used to get up at 
6 o'clock in order to get to school and start 
programming. There was only one 
machine and time on it was limited. It 
took him two or three months to learn 
BASIC, but he soon tired of its limitations, 
so he taught himself machine code. 

"It took me three day* to learn 
ZftO machine code." 

Getting up at six takes its toll, though, and 
he saved for 6 months to buy a ZX80. By 
this time, his talent was obvious and he 
told me, "It took me three days to learn 
Z80 machine code." Gulp. 

Unfortunately, no-one recognised his 
gift at university, where only a third of his 
course was computing, so he left after a 
year. Then, after a couple of spells 
working for dk'Tronics (he developed a 
Graphics ROM for the 2X81) and for 
Interceptor Micros (where he produced 
versions of Amidar and Defender), he 
started on his own. Gridrunner arrived 
and the real Llamasoft was born. 

No more getting up at six now. "I work 



whenever I feel like it," he told me. But his 
work-rate is prodigious. Just think of the 
number of games, all different and 
innovative, which he has produced in the 
last 18 months: Hover Bovver, Hellgate, 
Revenge of the Mutant Camels, Sheep 
in Space ('my personal favourite 
scrolling shoot-em-up' he said) and 
Ancipital. And that's just a selection. Plus, 
he is now producing a regular magazine, 
the Nature of the Beast, all done on the 
wonderful Macintosh. It's very readable, 
very controversial in its opinion of games 
(and magazines), and a lot of fun. If you 
haven't seen a copy, write to Jeff at 
Llamasoft. 

When I met Jeff he hadn't exactly been 
slacking. "I've never worked so hard in 
my life," he said. He had just spent two 
weeks on a brand new program, really a 
brand new idea, Psychedelia. He had 
been working on a game when the idea 
came to him, and once that had happened 
he dropped everything to complete it. In 
two weeks it was finished, not just on the 
64, but on the Vic and C16 as well. 

So what is Psychedelia? It is not a 
megagame. There are no ladders, no 
ramps, no bullets, no score, no lives, no 
aliens, no smooth scroll, no sprites, no 
lasers. Not a lot of anything, in fact, I 
thought. Just shows how wrong you can 
be. Jeff turned down the lights, put on 
Thomas Dolby (the one with the Llama on 
the album cover!), picked up the joystick 
and started. The plain white pixel in the 
middle of the screen burst into life. 
Colour was everywhere, in shapes, 
patterns, movement. Pschedelia had me 
hooked, I couldn't take my eyes off the 
screen. I'll wear a Mower in my hair. (What 
hair? Ed) 

Psychedelia is a light synthesiser. It is 
designed to be 'played' with a joystick, in 
much the same way as you would play a 
music synthesiser. The keyboard offers a 
variety of options such as pre-defined 
shapes (including a Llama), symmetry, 
colour choice, shape sampling etc. The 
joystick lets you create to the music of 
your choice, to interpret in light the 
sounds you most enjoy. Anyone can do it, 
and skilfully too. If I have any criticism, it is 
that the results that a novice can get are so 
effective that I cannot see how practice 
will necessarily improve them. You 
cannot sit down at a music keyboard and 



B B E= B B B B 1= B B E= E= C= 



Interview 



just play a tune. But perhaps I haven't seen 
what a really skilful player can do. After 
all, when I saw it, Jeff was the world'smost 
experienced user, and he'd only been 
doing it for two weeks! 

The program's possibilities are 
endless. Think of creating your own 
audio-visual extravaganza for a party — 
the 64 version will save up to an hour to 
tape. Or you can just sit in a dark room to 
enjoy the experience. 

**l work whenever I feel like il." 

Now that Psychedelia is out of his 
system, Jeff can return to the game he 
abandoned. It is called Mamma Llama, 
and the stars are three llamas, a mother 
and two youngsters. It is much more in the 
tradition of Minter games — smooth 
scroll, excellent animation, bullets, aliens, 
and of course llamas. It is clear, however, 
that Jeff feels the time for such games is 
passing. A lot of the innovations he began, 
everybody has now copied. Smooth 
scrolling, for example. He was the first on 
the 64. He had seen it on the Atari and 
then he "sussed it out from the 
Commodore manual." He feels that 
Mamma Llama is his last game to use the 
technique. It has been done to death and 
he is very scathing of programmers like 
Tony Crowther whom he feels use it for 
no other reason that it's there. It goes 
against his first principleof games writing: 
"Originality is where it's at," he said. 

So whose games does he like/ Taskset 
was a name which came in for a lot of 
praise. And he also showed me two 
imported games for the Atari, developed 
by Lucasfilms, called Behind faggi Lines 
and Ballblaster. They're good, very good. 
Fingers crossed that they come over here 
for the Commodore. 

Mamma Llama may not be as great a 
departure as Psychedelia, but it has all the 
quirkiness that sets a Minter game apart 
from the rest. As Jeff said, "It takes a 
certain type of mind to develop games — 
freaky". He certainly has that. Our family 




of Llamas travel through Peru, to Egypt 
(got to get the camels in somewhere) and 
to the moon. On the way, look out for 
references to Jeff's favourite radio station 
KMEL106 FM from Los Angeles (symbol : a 
camel) and to his favourite drink, Inca 
Cola, a yellow, Peruvian version of the 
more famous original. 

He discovered Inca Cola on his trip to 
Peru last year. (For a full report, read The 
Nature of the Beast 3). While I was with 
him, he showed me his photos. And if I 
can't yet share his fascination for Llamas 
(every pic had at least one in U) I can 
certainly see why he would want to visit 
their homeland. He travelled all round 
the country, to Lima the capital, on a 
railway at 14,000 feet above sea level, 
to the mountains surrounding the great 
Inca ruin of Machu Pichu. Jeff is not a 
programmer who is manacled to the 
computer. Like a good writer or musician 
he is open to all sorts of influences and 
they are reflected in his work. 



-1 




His energy is limitless; he goes running 
every day and he also skis. If there's one 
word which sums up his attitude, it's 
enthusiasm. A lot of people enjoy his 
games because they realise he is a 
programmer who likes playing games 
himself — and his own games are the ones 
he most likes playing. He likes to hear 
from people about what they think of his 
games (and other people's) and, above all, 
he likes going to shows to meet the 
people who share his interest. I saw him at 
the last PCW show, not selling like 
everyone else, but completely engrossed 
in a two-handed game of Ancipital with a 
fellow enthusiast. 



"Il lakes a certain hype of mind 
to develop games — freaky/* 



He is not commercially minded and 
doesn't like the new atmosphere. He is 
prepared to put free programs up on 
Compunet, for example, and nearly did so 
with Psychedelia until persuaded by his 
mother that it might not be a wise 
decision. He liked the early days when 
everyone was an enthusiast and 
understands the tragedy of good 
programmers being hyped out of the 
market nowadays. But I cannot share his 
belief that the old days will return, 
"Maybe this summer will sort out the 
sheep from the goats," he said somewhat 
ironically. 

Jeff Minter is the best known 
programmer in this country. A superstar? I 
asked him. "I don't really think of myself 
as a superstar," he said. "My idea of being 
a superstar is to play a light synthesiser at a 
concert." I hope it happens. He is a very 
modest superstar, the best kind to be. 



r 





s'y 




£53 





oooooo 

OOOOOO 



KALAH 

Oa ol In* ultfcil f jawi m IMwiliJ ' Onjm*» f pl***d b* 
MM* uu"g gtDMn i«d Mm woopad I* IM datart 
land. Ihn y lama Kai •nwabed th# iM a' man tor 
fhovMnd»a«run fas^rba/aatonaral ■»*»«,«•*■ 
dJtJsj ol town and aaath ol iwdi Atty to lawn. 
hr»d.ir,i, ddhndl to »« a) ' 





LASER REFLEX 

» •> HpOMI 1 AjatBll 4 bulla"! iMlldllV 

at lUrv jon t»y»1 dHand yo>* iilntN MM MM 

aft* MM .1 ,.'..,'-. HUttf i'.T**! »WfW*»*M- 

> po-a"'-* Iw 0»«V<1»d ifoiil • giar* mirto. Ho- too* . 

tan MM Sold out bcforr yan*odr>vrt i tu~bt» i 

MCMWMI OaaaatadKM 
■a rto aa. caaaa*aa*T» 



ARCHIPELAGO 



Dm jov •anlwa ("to tM WKfil undaoaa labf "nlhi 
■ ■ - * Imk Urn lUanda at B"a ArttoprfatO' rabutou* i ' 
■rat you (ton - Bvt tho |whI>jm ol 0» mawa "w* 
low avaif ■»»■. w**i"g todaai • a-Hi and tan** 

A ImI-ovmih. Mttoa -p««*4 mtU> brilliant gi»i>K«> 
animation and •aval) 

ta—a d.ra 44 Cu»tta -RM D»« f ».»* 

■1 * *1 ■ ■■■ 



PANORAMA (H) 



WEST 



* (onapoiiwa J'W.'T r ' "' r " ' to»» W I - - 
Wild W»*l WmUn - IB fcn* a«d ■ g»fl| ol bana «0*ft»n 

• MCr.CL.vr (ImiUhH -iIIijitI, i r..O .".1 ■•>(.' 

■M-ilivaUi to oMfDyl 

Inl IM ipaad of yaw draw, year ikM «i caidi yarn pmwi 
otiunHvait 

TK* itm ol ■ manning mm ol aMaaWIMM ""Jan Alan 
M m fc . pi*r*d « mi ■ Hpi 

t uil i n M Caai— H «»■** OHfc IO.M 
MK MtoaW |aa*t aarfytCaaaatta a T.M 
iftaataaity) CauflkllM 



A" iutllanOirrj (TipRKI D* k «C" "* Co"""0*W» ft* 
'» <>.'fv indudi 'r<* Hand iar(i h«i . ci'iMi. tltpiai Hot! 
mow . cop? and imm magntfi* at*tn item* ol ci*fio* 

aayilMtatbatunlral PIUS Into* daliMloa anal laitoia 
ami cotowr M. (H) lata* l»» U COW laolnwi 

o< 0*a Convndonf ** 

Caaaa * *. tTT.MPtoai tt».»i 

i i> i im i i . - A ' I h ii and ami mrKti a 



r, 



TO: TALENT COMPUTER SYSTEMS FREBWWT (no Stamp requirad) GLASGOW 04 OBR 
rtajaia samd me the # iHlow.ng item* 



iMnrtrarttoobooatot. 



SOFTWARE FROM SCOTLAND 



fANCXAMAM 

rANCMb-AAA)HI 
AAVHIHIACO 
AROaKIAjO 

KALAH 
KALAH 



C ■ - : > 

Oa» 

CMaMf 
uo» 

Ciww 
On* 

Doa 



K 'Wt 

it i win 

It *V5|_ 
II 'VSl^ 

It ^" 

iiw«ir 



LAJtcaiHl* 



— >'■-'■ 



i *■.!!• I < I > ■ — 

**Sl|lr«n-»,| 
Tout intun nml'9r i^nr»j 



■rt mn 



larairBeaPOCnaoir loti»MWolf 
Me«d«W-vA«e\S ( I I I 



I I I I I I I 1 1 TT~1 



Curran Building. 101 St James Road 
Glasgow G4 ONS lei 04 1 5522128 
INSTANT CREDITCARD 24 HOUR ORDERING SERVICE TEL 041 552 2128 



I*i*nt (vnrt ttouia ifcylH) fit tviiliMr hvi nn« boul 



fiwCodf 

M 





'We do not react to Atari" says Commodore boss 



JACK TRAMIEL, FORMER BOSS OF 
Commodore, and now the head of Atari 
breezed into the country recently to 
announce his new company's range for 
this year. He announced his intention to 
'build a new line, a more advanced line 
for the masses.' 

His scheme is based around four 
different families of machine. The first are 
the games machines to replace the 
existing range. The second are the 8-bit 
machines, 4 of them: 64K, 128K, a 
machine with advanced music 
capabilities, and a portable with built-in 
5 inch screen. Thirdly, there is a 16-bit 
machine based on the 68000 with hi- 
graphic capabilities. Finally, there is a 32- 
bit complete workstation for around 
£1000, to be launched next July. 

Commodore's reaction to the 
announcements was understandably 
muted. Howard Stanworth, Commodore 
UK's General Manager told me, "Our 
view is that announcements are 
announcements, products are products." 



Death of the datasette? 



PACT INTERNATIONAL LIMITED HAVE 
released a cassette interface which allows 
Commodore 64 and VIC 20 programs 
to be saved or loaded from an ordinary 
domestic cassette recorder. It is called 
the PANDA 20/64 and retails at £17.99. 
This eliminates the need to fork out 
£45 for a dedicated Commodore 
recorder when you might already own a 
cassette recorder. 

The interface features a special phase 
switch that enables it to cope with 



He would not be drawn on Commodore's 
new product line-up. "We do not react to 
Atari — our decisions will be based on our 
own product strength." Commodore's 
next announcement is scheduled for 
January when we should learn more 
about the PC -compatible and the Z- 
machine. 
Jack Tramiel 




different types of recorder and tape 
quality. It also has a couple of small lamps 
(LED's) which indicate when a program is 
being saved to or loaded from cassette. It 
even loads 'turbo' tapes. 

The product is available from most 
electrical, television, hi-fi, video and 
computer shops throughout the UK 
which stock PANDA branded products. 

Pact International Limited, P.O. 
Box 50, Peterborough, England; tel. 0733- 
233600. 




Howard Stanworth 

Finally, how does Commodoree view 
Atari's policy of selling the 800-XL at £130? 
Howard Stanworth again. "The customer 
has demonstrated that the consumer is 
not interested in distress marketing." Still, 
it all promises to be an interesting battle. 
Commodore may not be rattled but 
they must be aware that Tramiel is not 
finished yet. Otherwise why would 10% of 
his head office staff all have come from 
Commodore Business Machines. 



Fangs ain't what they used to be 



IT IS TRANSYLVANNIA. THE YEAR IS 
1880. In the village inn the talk is of a 
beautiful young maiden who has 
disappeared. The prime suspect is the 
secretive Count who lives in the nearby 
castle. The villagers plead with you to go 
to the castle to rescue the girl, though 
they know that no man has ever returned 
alive before. 

This is the outline story of Castle of 
Terror, the new graphic adventure game 
from Melbourne House, What I want to 
"know is, why does everyone suspect the 
poor Count? Perhaps he's just a little 
eccentric. What's wrong with enjoying 
the occasional Bloody Mary? Not 
everyone likes garlic and perhaps it is 
more comfortable to sleep in a coffin. 
Have you tried it? 

However, if you think there's more to 
this than a simple course of dental 
treatment can cure, then for £9.95 this 
could be the game for you. It promises 
to be an adventure to get your teeth into. 

Melbourne House, Castle Yard House, 
Castle Yard, Richmond, Surrey. 



E 




Howzat! 



WILLIS BE ANOTHER NAFF CRICKET 
simulation, I thought. I'll BOYCOTT it. I'll 
MARSH right over to the programmer 
and tell him. But when I SOBERS up, I 
realise what a COWDREY I am. I'll give it a 
GOWER. 

The simulation in question is Tim 
Love's Cricket. It comes from Peaksoft, 
price £8.95 for the CBM 64. The copy we 
received is pre-production and has few 
anomolies which will be ironed out later. I 
quote from the blurb: "In production 
copies, the fall-back team will be 
'England' and not 'England*. Gatting will 
not have a distressing tendency to take 
over the wicket-keeping in the fielding 
sequences (can't do any harm — Ed.), and 
it will be impossible to dismiss any 
Nottinghamshire batsman for less than 
100." And I thought it was supposed to be 



t-XWCKET- 




Practicalc II 



PRACTICORP LTD HAS JUST RELEASED A 
new, low-cost software package for the 64 
which incorporates spreadsheet, word 
processing and database functions. All 
can be incorporated into a single working 
document. 

It is Practicalc II and costs £69.95. 
Looking at the spec, it seems to offer the 
small business user a fair range of 



a real-life simulation. 

I haven't yet had a chance to give it a 
test, but I'm sure it won't have reached 
rock BOTHAM. 



features: the database, for example, has 
automatic alphabetic and numeric search 
and sort and the word processing has the 
capabilities for writing, editing and 
justifying text. 

Practicorp Ltd, Goddard Road, 
Whitehouse Industrial Estate, Ipswich, 
Suffolk. 




From the statement about 
Nottinghamshire, you can probably guess 
where Peaksoft is based: 48 Queen Street, 
Balderton, Newark, Notts. 



A good cause 



IF EVER THERE WAS A TIME TO BUY 
Commodore equipment, then now is it. 
Commodore will donate 25p to the Save 
the Children Fund for every completed 
guarantee card returned to them by 
February 28th. The target is £10,000 which 
will go to Ethiopia as famine relief. 

If you buy a Commodore, remember 
to return the card. Time is pressing. 



1 



News 




All at sea 



A CAMBRIDGE SCHOOLBOY, PETER 
Chase, is the Young Computer Brain of 
1984. The competition is organised by 
Commodore in conjunction with the 
Sunday Times. Entrants are invited to 
come up with new and imaginative ideas 
for using computers in ways which could 
benefit society. 

Peter, who is only 15, invented a 



system called Coastel. It is a 
computer/modem system to aid sailors 
and coastguards, with the aim of making 
sailing safer, navigation easier, rescue 
quicker and more detailed information 
available to sailors. His prize was £2,000 
worth of computer equipment, including 
an SX-64. 



THE SUNDAY TIMES 

Qz commodore 



Young Comp 



uter Brain 
ofthe Year 

;1984- 



Summer and winter 



THE NEXT OLYMPIC GAMES MAY NOT 
be until 1988 but you won't have to wait 
that long for the next installment of 
Summer Games from American software 
house, Epyx. The next Summer Games will 
feature fencing, equestrian events and 
possibly another diving competition. 
However, the exact choice of events has 
not yet been decided. 

In September this will be followed by 
Winter Games which should feature 
bobsleigh, ice skating, grand slalom and 
even barrel jumping whatever that is. 

The last Summer Games was released 
under license to Quicksilva but the new 
ones will appear under the CBS Software 
label. For more news on CBS look out for 
the great competition for CBS Software in 
this issue. 



The C16 takes off 



CRAIG COMMUNICATIONS HAVE JUST 
launched a flight simulation program for 
the C16. It is called Flight Zero One Five 
and is based on the one of the same name 
for the VIC. There are five skill levels and 
all the usual features: instrument display,' 
artificial horizon, status reports, pilot 
rating, reverse thrust on landing (sounds 
nasty), and realistic sound effects — "This 
is your captain speaking. Drinks will be 
served in 5 minutes." Tickets cost £5.95. 

Craig Communications, PO Box 46, 
Basingstoke, Hants. 



Black Thunder 



QUICKSILVA LTD, AND TONY 
Crowther, Director of Wizard 
Development Company, have formed an 
agreement for Quicksilva to market two 
of Crowther's games. The first, for the 
Commodore 64, is called Black Thunder. 

As the hero. Super Human Crow-Ther, 
you must fight the evil Wizard as you 
travel the roads of a surreal landscape in 
your futuristic car. The action in the top 
half of the screen scrolls smoothly as radar 
shows you your progress. The 
opposition's progress is shown in the 
bottom half of the screen. Black Thunder 
features software produced speech and 



= = 



will also drive the Currah Speech Unit. 

Black Thunder is available on disc for 
£12.95 and cassette for £7.95. 



Quicksilva, Palmerston Park House, 
13 Palmerston Road, Southampton, Hants; 
tel. 0703-26515. 




News 




Pencil it in 



THE DESIGNER'S PENCIL FROM ACTIVI- 
sion enables you to draw graphics on the 
screen and create sounds and tunes by 
using the joystick. Activision claim that 
this innovative product, designed by 
Garry Kitchen, virtually eliminates 
'computer control and complex 
programming design' while allowing the 
user to create pictures and sound 'with 
the simplicity and fun of playing a game'. 

It is supposedly impossible to enter a 
command which the computer doesn't 
understand since a Command menu 
contains every command likely to be 
used To design a game, the user need 
only position a cursor arrow next to the 
command of his or her choice and press 
the 'Fire' button. 

The Designer's Pencil is also 
educational as it teaches people the 
workings and potential of their home 
computer. 

The Designer's Pencil retails for £11.99 
(cassette) and £19.99 (disc) on the 
Commodore 64. 

For further information tel. 0628- 

75171. 



E 



Into battle 



THEY'RE A BELLICOSE LOT AT U.S. GOLD 
Hot on the trail of Raid Over Moscow 
comes yet another 'war adventure' — 
'Blue Max'. The 'Blue Max' of the title is 
Max Chatsworth. The action takes place in 
the cockpit of his plane during the First 
World War as he battles against the Axis 
powers U.S. Gold's hero must shoot 
down enemy planes, bomb targets and 
strafe gun emplacements and tanks. To 
complete the mission. Max must make a 
final assault on three specially marked 
targets within the enemy's city. 

The player has to master a series of 
flying skills and bomb targets at the same 
time as keeping track of fuel, altitude and 
speed. The enemy retaliates with anti- 
aircraft fire — and. beware any damage 
and fuel leakage from Blue Max's plane. 

U.S. Gold believe that the 3-D 
diagonally scrolling screen gives constant 
realistic action. 
Blue Max is available on cassette or disc. 
It retails on the Commodore 64 for £9.95. 




A game for the new year 



BIG BROTHER'S STOPPED WATCHING 
us and George Orwell is just another 
writer. It's 1985 — or, at least it is in the 
latest offering from Mastertronic. The aim 
of the game is to guide a small spacecraft 
through a series of caverns to collect 
stores of nuclear plasma. Having done 
this, the final task is to locate and collect 
the fusion core from the last and most 
difficult cavern. As with all Master- 
tronic games, 1985 costs £1.99. 

Mastertronic, Park Lome, 111 
Park Road. London NW8 7JL; tel. 01-402- 
3316. 



Alien Hotline 



ARGUS PRESS SOFTWARE HAVE BEEN 
inundated with calls from frustrated Alien 
fans. Since there are so many people out 
there who obviously can't solve the game 
without further clues, an Alien hotline has 

been set up. 

Callers' problems range from being 



Play it again, Sid, 



TWO NEW BOOKS ABOUT THE 
musical capabilities of the 64 have just 
been published by Sunshine Books. The 
first. Electronic Music on theCommodore 
64 by Mark Jenkins (£6.95), explains the 
SID sound chip and includes music 
routines which can be included in your 
own programs, in whatever style of music 
you want. 

The second, Commodore 64 Music is 
written by Ian Waugh, a professional 
musician who has already written a book 
on music on the BBC. All the programs are 
written in BASIC and they allow you to 
produce chorus, echo, polyphonic music, 
microtonal scales and even sound effects 
like seagulls and foghorns. Vaughan 
Williams' Sea Symphony here I come. 

Sunshine Books, 12/13 Little Newport 
Street, Lon don. ^^^^^^^ 

commodore 64 music 



rr^ir^m^wrthyourrrkro 



ionwough 




unable to get into the shuttle to the best 
way to kill the alien. And they're offered 
such handy advice as to 'watch the cat' or 
'get the cat box'. 

If you are really in the depths of 
despair phone Argus Press Software on 
01-437-0626. 




^2? 

fx 



f ^- W 

m 



A GA,N 



ML. 



@ 



A4.^— t'tOI"i? 

B . the mult'-^^^ntowo" 



" U,C 5* fi dcveloH (i( | |(?h , ni ng has 



.11 



r 



□ 



3 -6 





Awesome 



in its conception 



Brilliant 



in its depiction 



Dynamic 



in its execution 



The world you arc about to cmer bears no resemblance to any arena you ever 
encountered before. Weapons arc of no avail in this small habitat. 

The only sources of protection at your disposal are quick wits and fast reflexes. 
The only reward is to survive against monsters of unbelievable ferocity and 
cunning, and to avoid hazards more perilous and deadly than any you might find 
on a trip through the outer universe. This is the real world, populated by the 
creatures of our own inner universe, where nature is red in tooth and claw. Brace 
yourself now, and come with Starcade into the still water and deceptive calm of 
the SAVAGE POND. 




COMMODORE, ATARI, BBC/ELECTRON (£8.95 each) 

On disc for COMMODORE, ATARI, BBC/ELECTRON (£10.95 each) 




ing retailers 



STARCADE 




produced by 
ARGUS PRESS SOFTWARE 
No 1 Golden Square, London W1R 3AB 
Telephone: 01 437 0626 





UpUp and Away 

COMMODORE, ATARI, BBC 
(£8.95 each) 

On disc for COMMODORE, ATARI. 
BBC (£10.95 each) 



COMMODORE C16 ANDPLUS 4 



LAS VEGAS 




St 




ZODIAC 



OUT ON A bIMB 




3D TIME TREK 




FAST LOADER 

LAS VEGAS Las Vegas brings all the 
challenges of a deluxe arcade fruit machine 
• direct to your fingertips. Many exciting features 
include, gamble, cancel, collect, nudge and number options, 
with a three row display and maximum payout of 20$. 
K.B. Only C.16 £6.95 
ZODIAC This is an enthralling arcade adventure in which the evil 
powers of hell have scattered the signs of the Zodiac in the four hundred 
chambers of the abyss. Struggle to collect these signs and at the same time try to 
annihilate everything in your way. How long can you stay alive? 
S. or K.B. C.16 £6.95 

FETCH Race Petch around the screen, moving ice blocks to alter the maze, however, beware of th 
nasty monsters who are constantly chasing Petch as you attempt to collect the bonus cherries. Also if you 
can touch the edge of the maze the monsters will suddenly burst into flames, but look out they'll soon be back! 
J.S. or K.B. C.16 £6.95 

MOON BUGGY You must skillfully manoeuvre your jumping patrol vehicle over dangerous moon craters as wel 1 as large 
boulders and cunningly placed mines. Not only this but avoid the hovering alien spaceship as it bombards you from above. 
J.S. or K.B. C.16 £6.95 

3D TIME TREK As sole survivorof the planet "Corillian'yourquestisoneof anger and revenge. Thestarshipyou are flyingis full of 
the latest inboard computers and extra powerful sensors. Also included are full 3D graphics, to add unbelievable realism to this 
fantastic journey through time itself, and beyond. 
J.S. and K.B. C.16 £6.95 

SK H amble Earth has been overrun by the Cobrons and its up to you to batUe through the six ferocious and testing sectors. 
Adversaries include meteors. UFO's and deadly rireballs. Fly through an armoured city, then an elaborate maze and finally the 
command base itself. 
J.S. or K.B. C.16 £6.95 

FLIGHT PATH Flight Path is without doubt the best flight simulator on theC/ 16and Amstrad.The many elaborate features include; 
Altometer, flaps, directional headings, crosswinds. fires, ground warning lights and reverse thrust to name but a few. Also included 
are smooth graphics as you take off. cruise over mountains, and land once again. 
J.S. and K.B. C16£&95 

OUT ON A LIMB This is a fantastic and in parts outrageously funny game. Based on the fairytale of Jack and the Beanstalk, Out On A 
Limb is full of the most strange and eccentric characters you are ever likely to meet. Firstly, climb the stalk and jump onto the clouds, 
then enter the giant's castle searching for treasures. However, watch out for vacuum cleaners, musical notes, televisions and potted 
plants, all of which chase you round the many and elaborate rooms of the castle. Once the treasure is collected the single exit will be 
opened, and then ? 

J.S. or K.B. C.16 £6.95 W0\ 




Mail Order: 8 HIGH STREET HORLEV SURREY 



24 HOUR CREDIT SALES HORLEY 02934 6083 Payment by: P.O. 

AVAILABLE FROM YOUR COMPUTER STORE 



ACCESS VISA 




COMMODORE 64 



TITLE 

1. Ghostbuslers 

2. Daley Thompson's 
Decathlon 

3. Raid over Moscow 

4. The Staff of Karnath 

5. International Football 

6. Zaxxon 

7. Beach Head 

8. Booty 

9. Combat Lynx 
lO.Summer Games 

11. Hunchback 

12. Jet Set Willy 
"B.Bruce Lee 
U.Blue Max 

15. Fighter Pilot 

16. Football Manager 

17. Pyjamarama 

18. Monty Mole-Wanted 

19. Chiller 

20. Tapper 

Retail sales for the month ended Dec 31 1984 



PUBLISHER 

Activision 
Ocean 

US Gold 
Ultimate 
Commodore 
US Gold 
US Gold 
Firebird 
Durell 
Quicksilva 
Ocean 

Software Projects 
Gremlin Graphics 
US Gold 

Digital Integration 
Addictive Games 
Mikro-Gen 
Gremlin Graphics 
Mastertronic 
US Gold 





MCKEYTHEBRICKY 




Compiled by Gallup for 
the industry's weekly trade 
magazine. Computer and 
Software Retailing. For 
details contact John 
Sorrenti, Computer and 
Software Retailing, No. 1 
Golden Square, London 
W1R 3AB. 01-437 0626. 



TITLE 

1. Perils of Willy 

2. Hunchback 

3. Micky the Bricky 

4. Jetpac 

5. Psycho Shopper 

6. Vegas Jackpot 

7. Flight Path 

8. Bullet 

9. Snooker 

10. Duck Shoot 



* VIC 20 < 



PUBLISHER 
Software Projects 
Ocean 
Firebird 
Ultimate 
Masteronic 
Mastertronic 
Anirog 
Mastertronic 
Visions 
Mastertronic 



Retail sales for the month ended Dec 31 1984 




Vic Game 




tank in Paul 
game for the 
unexpanded VI 




The mines appear at the start 
and then disappear. You must 
remember where they are and 
do your best to avoid them: 
You must go around the trees 
which are scattered around the 
screen. You control the main 
either by using a joystick or the 
keyboard. When you reach the 
tank, the game starts again with 
more mines but less time to 



study them. 

To play the game, type in 
the first, smaller program and, 
after checking the data, save it. 
Then type in the other program 
and save it (don't RUN it as the 
program contains machine 
code so it might crash). If it 
crashes, check the data in 
program 1. 



Program Listing 1 



MINEFIELD! 
BY P. RANDALL 
VIC 20 3.5 K" 



PR INT 
PRINT"«1 
PR I NT "B 

FOR J- 1 TO 15 

P0KE3P873 , J IP0KE36875 , 128* J*5 
FORR" 1 TO I 00 ' NEXTR 
NEXT J JPOKE36875 f 0 
PR INT "M YOU HAVE BEEN LEFT" 
PR I NT" ■ IN A MINE FIELD" 
PRINT'S YOU HAVE TO GET BACK" 
PR I NT " ■ TO YOUR TANK. WITHOUT" 
PR 1 NT ■ M WALKING OVER A MINE " 
PR INT "B YOU ARE SHOWN THE ■ 
PRINT'JB-IINES AT THE START BUT" 
PRINT" THEY THEN DISAPPEAR" 
PRINT-M *HIT A KEYS"; 

GETL«« IFL««""THEN1028 
PR I NT " iJS ^1 1 NEF I ELDS'* 

PRINT "BH MOVE YOUR MAN EITHER" 
PRINT" SJSING A JOYSTICK OR:" 
PRINT'S *tB-UP aZB-OOWN" 
PRINT"* »;S-LEFT S^S-PIGHT" 
PRINT"»H"-LETS YOU LOOK AT THE" 
PRINT" MINE FIELO AGAIN BUT" 
PRINT'S EXPENDS 100 POINTS" 
FPINT"MYOU CAN'T WALK THROUGH" 
PR It IT "THE TREES OR BOUNDARY" 
PRINT-M a^lT A KEYS": 

GETL* ! IFL**"THEN1052 

PR I NT ' MIHMMW I TAB < 7 ) " A-OAO I NGI 

J»74 :s 
READ* 

I FA =300THEN 1 095 

POKE J ,A 
J-J 1 1 :GOTO 1075 

GOTO 1500 

DATA0 , 195 , 195,255,255, 135, 195,0 
DATA0, 0,0, 0,0, 0,0,0 af 



E 




Program Listing 1 (cont.) 



— 







1 10P DATA63, 109,219, 183,237,219, 162,252,0,60, 1 02 , 90 , 93 , 1 02 , 60 

1 105 OATA0, 16,56, 16,56,84, 16,40,63,0 

1 1 10 DATA0,0, 19, I 1 ,5,3,3,0,0/0,0, 123,3,255,255,7,31 ,63, 127,255, 127,63 

1 1 15 OATA31 , 131 , 192,240,252,255,254,249, 192,0 

1 120 DATA0, 0,0, 0,0, 192,224,0,0,0,0,0,255, 15, 13 , 192 , 192 , 1 92 , 192 , 192 

1 125 DATAc40,252,255,3,3,3,3,3, 15,63,255,255 

1 130 DATA255, 254, 252, 220, 196, ! 92, 192,255,255, 127,59,35,3,3,3,224 

I 135 OATA24P, 254, 254, 254, 254, 254, 255, 7, 31 ,127, 127,127,127, 127,255,60,300 

1500 DATA 1 20 , 169,0, 14 1 ,20,3, 169, ***, 141 ,21 ,3,88,96, 169,0, 141 

1510 DATA 19, 145, 141 ,34, 145, 173, 17, 145,41 ,31 ,74,74, 133, 144, 173, 17 

1520 DATA 145,4 1 ,32,74,5, 1 44 , 1 33 , 144 , 1 73 , 32 , 1 45 , 4 1 , 128,74,74,74 

1525 0ATA74,5, 144,73,31 , 1 33 , 1 44 , 1 63 , 255 , 14 1 ,34, 145 , 76 , 19 I ,234 , 234 

1530 T=0iS-673 

1540 FCRI-0TO63 

1545 RE ADA*! | FA*= " * * * - THENPOKES *• I , < S ♦ 1 3 >/256 : POKES ♦ 1 -5 , <S ♦ 1 3 ) AND255 I NEXT 

1550 POKE I*S,VAL<A*> lT-T*VAL<A*> i NEXT 

1565 POKE198,0iPRINT"»MBI"CHR*<34>""CHR*<34>:POKE198,2tPOKE631,19!POKE632,13i:N 

EU 

READY. 




Program Listing 2 



v 



< 1 -5 ) 



lM- 10 IM-3 J 



E 



1 P0KE52,28IP0KE56,28 
5 P0KE36669,255 

9 PR1NT"^|«:NTER SKILL 

10 P0KE36879, 136! C =7703 

15 P-8152tQ-38872iL»l 

16 6Y8673 

17 GCSU6450 

22 F0RJ=1T0SKILLINEXT 

23 P0KE36879, 10 
30 PRINT-^aia^CORE-JSC 
33 PRlNT"Ha"TAB< 12 * "L IVES 
45 X«PEEK< 197> 
47 P1«P:01"0 

49 IFXX640RST< >0THENSC -SC * 1 

50 1FST- 10RX- 1 ?THENP=P-22 i 0*0-22 
52 IFST«2ORX-33THENP=P422i0-Q+22iGO 
54 IPST»80RX«:-.5THENP«P*1 IQ-QM iGOTO 
56 IFST=40RX=27THENP*P-1 l 0-0- 1 sGOTC 
58 IFST = 9THEf* , =F-21 I 0-0-21 IGOTO70 
50 IFST" IOTHENP »F »23 » 0-Q< 23 IG0T073 
62 IFSTs6THENF'=P*2 1 IQ"0+21 SGOTO70 
S4 IFSTt5THENP=P-23!Q-0-23 
-•0 irFEEK<r>-34THEMG0SUB175 %, 
72 IF:->43THENFOKE36879, 136IFGPJ-1T 
= 0 

75 !FPEEK<P> ■?30RPEEK<P> >4 1 ANOPEEK <P X480RPEEK <P > 
30 1FPEEK<P ' C 4GANDPEEK <P > J35THEN140 

120 F'OKEP 1 ,3.'? SPOKEG' 1 ,0 

123 P0KEF,35iP0KE0,5 

125 IFM< 1 THEN80P 

135 GOTO .2 8 

1*0 REM HOME 

14! PCKEP1 ,:*2!P0KE01 ,0 

1*2 -3OSUS850 

143 POKE198,0 

145 rFINT"^«a WELL DONE "J 

147 G0SUB848 




31THENP*P1 !0=Q1 1G0T0135 



Vic Game 



Program Listing 2 (cont.) 





150 

152 
155 
157 
158 
160 
164 
165 
170 
175 
176 
177 
160 
185 
187 
190 
195 
450 
455 
0,5 
J 5 7 



PR INT "MS 'JOU TRY AGAIN 

GOSUB840 

PPINT-«U HIT A KEY 

GETL*l IFLS=-' •THEN I 57 

PRINT'S "t 

SC-SC*L*50!L«L4 1 IM»M+5:SK ILL*SK ILL-SK ILL '25 

P-8I52IQ-38872 

P0KE36879, 136 

PR INT-J" :G0T017 

F0RJ»1T07 

POKEP 1 ,32»P0KEOl ,0 

POKEP , 34 : POKEO , J 

P0KE3GS78, 1 5 I PCK E36S76 , 12S4J»1C 
FCiPK = lTOI0(i:tEXTK 

Nemtj 

N-N- 1 :POKE36676,0 

POKEP ,34 ! POKEO ,2 : F"6 152 (0 =38872 : PETURN 
REM BORDER 



!!I!!!!!"J I POKE 7680 ,33 ! POKE 3840 



POKES I 52, 35 I POKE 38872 ,3 

4S0 Z -770 1 t Y-38400-7680 : FOR J-0TO22 I POKEZ ,33 
+22 I NEXT 

465 PRINT"«B|) I I II I I I I I t 1 I 1 I | I | I £ ! t "J 

520 GOSUB700 

530 REM TANK 

540 PR INT IPR I NTTAB ( INTCRND ( 1 >*18>+I > [*i r«Bt " 

550 REM MINES 

555 FOR J "0TOM 

560 0«INT(RNO( 1 J*459> 

565 IFPEEK < C +0 > -32THENP0KEC +D , 34 i POKEC + D *Y , 0 i J - J + I 

570 J" J - 1 I NEXT I RETURN 

700 REM TREE 

710 FORJ-0TOI5 

712 A= INT < RKD ' 1 > *4 15) *7703 

723 IFPEEK <A >-32ANDPEEK ( A* 1 ) *32THENP0KEA ,47 i POKE A • 1 ,46 



POKEZ +Y,5i POKEZ ♦! , 33 i POKEZ ♦ 1 ♦ Y , 5 i Z =Z 



P0KEA+Y,5 I POKEA+Y+ 1 ,5 I GOT 



0730 

725 J»J-| IGOTO750 

730 IFPEEK <A*22)»32Ah«PEEK<A+23>=32THENP0KEA+22,45tP0KEA«-23, 44 «P0KEA*22»Y, 5 I POKE 
A+Y+23,5tGOTO740 

735 J=J-I IP0KEA,32IP0KEA+I ,32:GOTO750 

740 IFPEEK<A*44»«32ArOPEEKCA+45>=32THENP0KEA*44,43iP0KEA+45,42lP0KEA*Y+44,5iP0KE 
A*Y*45 ,5«GOTO750 

745 J = J-1 :P0KEA,32IP0KEA+1 , 32 i POKEA+22 , 
NEXTJ: PETURN 
P0KE36878, 15 
FORJ-20TO1STEP-1 
P0KE36876,255-J*5 
NEXT:POKE36876,0 
P0KE36877,255 
FORJ» 1TO1000IM:XT 
POKE36877,0 ^ / r***m 

F'PHJT-aMa GAME OVER 

GOSUB840 IfT^^!^ /(f 
PRINT-«H YOU SCOREO'fSC 
GOSUB840 /T^T^)?/ 
PRINT*HH AND GOT TO LEVEL 
GO5UBB40:POKE 198,0 
PRINT u «a HIT A KE 1 ! 

GETK*( IF K*=" "THEN82S J 
i RUN 

FOR J - 1 TO l ©00 I NEXT ( RETURN 

P0KE3687B ,15s FORE - 1 30TO254 : P0KE36876 ,E 
NEXTE ! P0KE36878 , 0 I P0KE36876 ,01 RE 






THE ADVENTURE GAMES WE KNOW 
and love so much, provide us with a narra- 
tive as we move along — the descriptive 
location texts, that so often make or mar a 
good adventure. Additionally there may 
be a graphic representation of what we 
can see at the different locations. 

But if we go back to the original basic 
scenario for an adventure, we may well 
find that there is another path by which 
we can achieve our goal — the arcade 
adventure. In certain cases it is difficult to 
know where to draw the line between 
what is purely an arcade game and what is 
an arcade adventure. Many of you will be 
familiar with Chuckie Egg {A 'n' F Soft- 
ware) and Manic Miner (Software Pro- 
jects). Both of these involve moving 
around a specific series of locations col- 
lecting sufficient objects to enable you to 
move on to the next screen. 

In neither of these two cases would 
anyone call them adventures. The puzzles 
involved afe principally those of physical 
co-ordination and manipulation of the 
joystick, even though a logical path has to 
be determined as well. 

As time passes, I think we will see more 
and more adventures which are joy .tick 
operated, and that have little or no text. 
That is not to say that they will take the 
place of the more traditional form bur will 
appear as a separate branch of the 
expanding software options that become 
available. 



For some time there have been a 
number of programs for the Sinclair 
Spectrum that fit this category, such as 
Atic Atak and Sabre Wulf (both by 
Ultimate). Only recently have we had 
similar productions for the Commodore 
64. Four programs that move along this 
alternative branch of the 'adventure tree' 
are: Hercules, Cuthbert Enters the Tombs 
of Doom, Quo Vadis and Impossible 
Mission. How do they rate as adventures? 

Hercules by Interdisc, looks at first 
sight to be another Manic Miner variant. 
You play the part of Hercules and have to 
solve the twelve labours set him by King 

■ Eyrystheus. Each task is preceeded by a 
screenful of text describing the labour 
that has been set. There are no objects or 

(treasures to be found as you progress 
through each adventure but what you do 
have to solve are a series of logical 
puzzles/mazes that will enable you to 



*1 



3 



1 



tIIe 




reach your objective. 

Each labour consists of several screens 
(50 in all) but unlike Chuckie Egg or Manic 
Miner, not all of the floors are visible — 
you have to work out where they are. 
Some paths burst into flames when you 
tread on them, some disappear. Ropes 
that you jump for, could brek under your 
weight. 

A reasonable amount of physical 
(joystick) dexterity is required and if you 
tarry too long at the beginning of each 
part, the floor beneath you burns and you 
perish. Be prepared to die fairly often as 
you determine the right path to success! 

Unlike many related games, Hercules 
uses random access to the first eleven 
labours, so you are not continually faced 
with the same screen each time you start. 
Only having solved the first eleven can 
you then attempt the final part! 

Although Hercules can only barely 
scrape into the 'arcade adventure' class, it 
nonetheless presents a time consuming 
and interesting game, with good graphics, 
and many of the problems that you will 



find in other types of adventure. With 
Cuthbert by Microdeal, not only do you 
get a game with the now familiar 'cuddly 
Cuthbert' as its hero, but also a very well- 
presented small booklet with "ye sette of 
instructions and clues". Read it carefully 
— not only will you gain an insight to 
playing the game, but Cuthbert's sense of 
humour should bring some amusement 
to the proceedings. I particularly liked the 
pages entitled 'Tombstones' — read 
the small print! 

Your (Cuthbert's) task is to travel as far 
as possible through the ancient tombs of 
Ledromica. Travel far enough and you will 
come across areas of the tombs that 
represent letters; spot all of these and a 
prize awaits you from Microdeal. We are 
told that there are more than 200 
chambers, so you have some way to go! 
Every so often you will find your way 
blocked by a locked door — easy enough 
to open, all you need is a key! The keys are 
heavy, so you may only hold one at a time 
and having used it, you must find another 
to open the next door. The air between 



each set of locked doors is steadily being 
used up as you puff and pant your way 
around. To make it more difficult, there is 
a definite time limit, within which you 
must get a key to open the next door. 

There are numerous treasures to be 
found along the way but do not let your 
greed overcome your need for oxygen! 
There are 'baddies' that appear shortly 
after you enter a chamber and you may 
destroy these by using the 'Ray of Ra' (but 
they still come back if you hang around). 
You also have another ultimate weapon 
that paralyses the evil ones — but having 
used it, you must then collect enough 
treasure from appropriately coloured 
rooms to top up its potency for re-use! 

This is not a very intellectually 
demanding game — other than 
remembering where you last saw a key or 
spotting red herrings that may tempt you 
to use a key or your time unwisely. It can 
certainly become quite addictive up to a 
point and will tax the average 
adventurer's skill to progress past about 
100 chambers! The only real 
disappointment is that although the 
graphics are quite good, they are 
repetitive and probably this fact alone will 
finally inhibit further incentive to 
continue. 

Third in our present list of arcade 
adventures is Quo Vadis by The Edge. For 
those whose Latin is a little rusty, the title 
translates as "whither goest thou?" Very 
apt for an adventure game and especially 
this one whose sheer size of area to 
explore is probably approaching the 
equivalent of 1000 screens! 

Your aim is to find the 'Sceptre of 
Hope' hidden deep underground — 
should you be the first to do so and send 
in a map of Quo Vadis, you may stand a 
chance of winning an actual sceptre 
worth £10000. Go to it! 

You play the part of a 'spritely knight' 
whose name in another reincarnation 
must surely have been 'Spring Heeled 
Jack' — his capacity for jumping is more 
commendable! Not only is the movement 
very smooth but as he moves he fires a 
continuous stream of fire balls — very 
reassuring. There are many rocky 
platforms in the chambers for you to jump 
to/from, and you won't die if you fall from 
a great height — unless you happen to 
land in a pit of boiling tar! There are ropes 
to climb and a whole host of beasties to 
fight off. Should they or their missiles hit 
you, you lose 'strength points', which in 
turn may be accumulated {up to a 
maximum of 100) by finding a series of 
chests hidden in the caverns. 

The background scenery is basically a 
variation of the same graphics again and 
again, but as the layout is so vast and the 
combinations so cleverly put together, 
you do not become bored with any 
similarity. Also the variety of 'baddies' 
keeps you on your toes. 

There are a number of 'force fields' 



that these aggressive inhabitants are 
unable to pass and these enable our 
intrepid adventurer to nip out, take a few 
pot shots and retreat to safety. Repeating 
this routine allows you to clear the way 
with little or no loss to your strength. On 
the other hand there are some positions 
where it is impossible to employ this 
technique. 

Although this game does not appear to 
provide a vast number of puzzles in the 
sense of the more conventional 
adventure, it certainly gives the would-be 
explorer a vast area to wander about, 
together witHall the problems involved in 
mapping and finally solving such an epic. 

Impossible Mission from Epyx must 
rate as the top of the range as far as arcade 
adventures go at the present time. Very 
briefly the scenario is that you (Special 
Agent 4125) must penetrate the 
underground stronghold of mad 
Professor Elvin Atombender (hereafter 
known as Elvin) and break his security 
codes to find his control centre. 

Having located Elvin you must stop 
him completing his evil plans to destroy 
the world. Your predecessors. Agents 
4116 and 4124 (may they rest in peace!) 
were able to send back a little information 
that may help you (all given in the 
excellent instruction booklet) but apart 
from this, your only weapons are your 
keen analytical mind and your MIA9366B 
pocket computer! 

On loading the game you are 
welcomed by Prof Elvin with: "Another 
visitor; stay awhile. . .stay forever". This is 
to enable you to adjust your volume 
control. Yes, Impossible Mission has 
speech synthesis — clear as a bell too! 

You start in a lift (elevator to our 
American cousins) and whilst here, or in 
one of the passages directly alongside, 
part of the screen displays your pocket 
computer output. With this you can map 
the rooms already visited, view the coded 
puzzle pieces you may have found and 
rotate these pieces to see if they fit a 
pattern or change their colour. Other 
coded patterns may be found to enable 
you to paralyse the robot guards or reset 
the moving floor panels. The PC display 
also keeps track of the time you have left 
to succeed in your mission. 

Travelling in the lift allows access to 
other floors and rooms and moving along 
corridors or rooms creates excellent 
echoing footsteps. Press the fire button 
and Agent 4125 executes the most 
remarkable mid-air forward flip — very 
useful for somersaulting over robots 
(sometimes!) Enter a room and you hear 
Elvin's voice saying: "Destroy him my 
robots". You fall through a hole in the 
floor and hear yourself scream on the way 
down! 

Impossible Mission is quite a 
remarkable game and, although I'm 
better at solving text puzzles than at 
solving jigsaws (the hidden coded 



patterns), I would recommend this one to 
anyone — if only to see what can be done 
with the modern home computer. 

Each of the four 'adventures' I've 
reviewed requires a certain dexterity with 
the joystick — but if one has an arcade 
adventure, I think you must expect it, 
after all that is the 'raison d'etre' of the 
arcade game. 

Not all of these games will appeal to 
everyone, but try and get your local 
computer shop to get them up and 
running for you. I wouldn't mind betting 
that at least one of them will 'get you'. It 
will certainly prove interesting to see how 
this branch of the computer adventure 
saga progresses in the future. 

More on mapping 

Those that have read this column before 
will probably have realised that I put a 
great deal of stress on thorough mapping 
of advenuture games. In its most simple 
form, all you need is a large sheet of 
paper, a pencil (and an eraser for the odd 
mistake) and a cool head! 

Where we can so easily go wrong is by 
not being neat and methodical and also 
the silly situation where we draw our 
boxes too large and don't have enough 
room on the paper, or make them too 
small to list all we find in that location! 

Print n'Plotter Products have now 
come to the aid of the adventurer with 
their 'Adventure Planner'. In the past this 
firm have produced several extremely 
useful products that have made the life of 
the programmers much easier — mainly 
plotting sheets for Hi-Res pixel graphics, 
sprite design pads and so on. 

Adventure Planner gives you 50 sheets 
of A3 size paper with 154 linked location 
boxes (on an 11 x 14 grid) printed in light 
grey. The boxes are a reasonable size to 
write a brief description of a location, 
together with what you have found there. 
Outline the box and the movement 
possibilities in pen or soft pencil and your 
map will stand out from the grid — simple, 
useful and logical — thanks P'n'PP. 

Notes on how to use, and a simple 
example are included on the first page — 
thereafter there is room for Adventure 
name, notes, dates, vocabulary etc. The 
only point I would add is; still do a rough 
initial map on a scrap of paper, as before 
serious mapping you should have some 
idea whether your adventure will develop 
to the North, South, East or West! For 
instance, Eric the Viking (Mosaic) starts in 
the East and all initial action takes place as 
you move West — therefore you would 
start mapping to the right of your page, 
wouldn't you? 

Print n'Plotter Products A3 Adventure 
Planner should retail at £3.95 — if you 
cannot find one locally, write directly to 
them at: 19 Borough High Street, London 
SE1 9SE, and enclose £4.50 which includes 
post and packing. 



Fight off the mid-Winter 
blues by curling up in front 
of the fire with a book from 
this month's selectioi 
reviewed by Allen Webb. 



Title: Computer Art and 
Graphics 

Author: Axel Bruck 
Publisher: Petzold 
Price: £14.95 



_ 



WITH MOST OF THE HOME COM- 
puters appearing today having some form 
of advanced graphics capability, interest is 
increasing in the area of computer art. 
This volume presents a serious but easy to 
use discussion of certain aspects of the 
topic. As I'll discuss later, the book is sadly 
lacking in a number of areas. The pro- 
grams presented in the book were devel- 
oped on the Apple computer, but can be 
readily extended to other machines. 

Before continuing, I think it's a good 
idea to attempt to differentiate between 
graphics and art. The word "graphics" is 
often misused. My interpretation is that 
graphics are simply the representation of 
visual information — on your TV screen, a 
sheet of paper or a bathroom wall, for 
example, whereas art is the 
communication of ideas through a 
suitable medium such as stone, paint or 
your computer's graphics. The point the 
book and I are making is that your 
computer's graphics are simply a means to 
an end, and that end can be art. 

In the foreword, the author of the 
book suggests two approaches to 
"computer art". First we have the 
computer specialist approach. In this case 
the computer is given a full set of design 
rules, a full set of algorithms and the 
result is a 100% computer generated 
product. On the other hand, the 
computer can be used as an aid 
(computer aided design-CAD) which 
generates a variety of shapes or effects. 
The picture is then finished by the artist 
giving a human element. The author 
adopts the latter approach, simply 
because art needs that human element. 

To assist your creation of pictures, a 
library of routines are necessary. This 
book provides such tools. It has been 
known for a long time that three 
dimensional matter can be resolved into 
geometric forms. The cubists and 
Cezanne, for example, exploited this 
idea. Similarly, most of the routines given 
in the book produce hexagons in various 
forms. Using this simple shape, complex 
structure can be created. 

The book is carefully structured and 
routines slowly become more complex as 
you progress. Things start with simple 



Computer Art 
and Graphics 

how IO prop aim 
wrth pvKTMl computet 




single and multiple shapes and progress 
to 2 dimensions, 3 dimensions, 
perspective and movement. The most 
complex routines enable you to build up 
shapes, ellipsoids and toroids using solid 
sub-shapes. Again these shapes can be 
moved and made to obey the rules of 
perspective. Throughout the book, 
colour plates of pictures are given 
showing what can be done. Most of these 
plates have to be drawn on a plotter with 
colour and other effects air brushed on 
afterwards. 

The book is a joy to use and very easy 
to follow. The program listings are clearly 
laid out with copious notes in the text. The 
development of ideas is augmented by 
clear diagrams and the presentation is 
faultless. As a hard-back book, this 
volume is good value for money and 
deserves a place on your library shelf. 

Inevitably, there are weaknesses. 
Firstly, the emphasis on hexagonal forms 
leads to rather monotonous pictures. 
Other forms such as triangles and 
tetrahedra have their own value, 
especially ift the formation of smooth 
undulating surfaces. The author seems to 
have a predilection for surreal forms 
featuring eye balls. Whilst the picturesare 
technically excellent, more variety would 
be an idea. None of the routines use 
hidden line removal. Which can be slow 
and complex, but if you're using the TV 
rather than a plotter, it makes pictures 
easier to resolve. In spite of these 
reservations, the library of routines is 
extensive and powerful. 

For the sake of 64 owners, the author 
includes a BASIC routine for plotting 
points which can be readily inserted into 
the drawing programs. Since all is in 
BASIC, the drawing of shapes tends to be 
slow. Owners of extended BASIC such as 



BC BASIC or Simon's BASIC should have 
little difficulty in converting the routines. 
I tested out the routines using Supersoft's 
GRAPHIX 64 and found the results quite 

acceptable. 

The one drawback of the approach 
used in this book is that things are still 
rather mechanical. If you want to produce 
a freer form of art, you must resort to 
alternative methods. These include light 
pens, graphics pads and mechanical 
tracers. There are a number of excellent 
products about and the only limitation is 
your skill and imagination. 



Title: Game Master 
Author: P.K. McBride 
Publisher: Longman 
Price: £5.95 



THIS BOOK INCLUDES LISTINGS FOR 
the reader to type in as well as 
programming advice. Whilst this means 
that you only get four games to play, you 
will learn something at the same time. The 
book is split into three sections covering 
action games, adventures and interactive 

or strategic games. 

The author introduces each aspect of 
the type of game, demonstrates it with 
some example routines and then gives a 
full listing to type in. 

The first section deals with the 
creation of arcade type, "zap-the-alien" 
games. The areas discussed include the 
design of title pages, movement of sprites, 
delays, sights for shooting games, halls of 
fame, mazes, special effects and sound. 
There's quite a degree of overlap 
between sections but this tends to 
enhance the impact. Above all, there is 
sufficient information and ideas to 
stimulate most users. Much to my 



WBRARYi 



artif icial intelli 



on 



™ ..iieiiioe, 

™comm 0 <3or 



surprise, the author acknowledges the 
speed limitations of BASIC and discusses 
the use of compilers and FORTH as faster 
alternatives. 

As an adventure buff, I found the next 
section interesting. Again all aspects of 
the programming methods used are 
discussed, ranging from planning the 
scenario to randomness. The final section 
on strategy games is, not unsurprisingly, 
the shortest. General concepts are 
discussed, but when it comes down to it, 
simulations are pretty tough to program 
well. The book concludes with three 
appendices which discuss BASIC 
keywords, the design of characters and 
the manipulation of sprites. 

Game Master is a rather rare breed. 
Firstly, it is fun in that it gives a number of 
full games and some short routines to 
input and play. Secondly, it's a mine of 
useful facts, hints and most importantly 
for games writers, ideas. At the price, it 
represents excellent value and is worth 
close examination. 



'yo^micro think 



ence 
64 



forth ft steven br»^ 




0 



Commodore 64 

/ GameMaster/ 




Title: Artificial Intelligence on 
the Commodore 64 
Author: K & S Brain 
Publisher: Sunshine 
Price: £6.95 



ASK ANYONE IN THE STREET WHAT 
their conception of a computer is and 
they will probably think of something 
between Metal Mickey, Hal (from 2001) 
and R2D2. The sad truth is, however, that 
computers are basically pretty stupid and 



will only do what they are told. This book 
discusses some of the ways in which you 
can make your 64 appear to be intel- 
ligent. Rather than adopt an erudite, 
in-depth approach to the subject, the 
authors combine a little theory with 
demonstration programs which are 
described section by section. These 
programs can be used as a base upon 
which you can develop more complex 
models. To help the reader understand 
the techniques described, many flow 
diagrams are provided. 

The first five chapters deal with the 
interpretation of language. These 



techniques feature in adventure games 
and such Al classics as Eliza and Abuse. 
The problem of parsing the input text, the 
recognition and interpretation of words 
and the formulation of responses are 
covered in detail. The chapters are 
carefully structured so that simple 
concepts are introduced and then refined 
to give greater flexibility and power. 

Having a computer that simply gives 
an amusing response to something you 
type in does become a little dull. In the 
next couple of chapters, the authors apply 
themselves to learning programs in which 
the computer acts as an expert with an in 
built data base. The idea is that the 
machine asks you questions on a subject 
and it remembers your replies, using 
them to modify its reactions later. One of 
the ideas developed gives you a fault 
finding system for cars. The computer asks 
you questions and gives it's diagnosis of* 
the fault based on your responses. 

The final chapters deal with the 
problem of recognition. Firstly, a 
technique called "Fuzzy Matching" is 
discussed. This is a system introduced in 
the USA to assist in census taking. By using 
a set of rules, names are reduced to a four 
character code. A program is provided 
which shows how the matching of names 
can be carried out using this technique. 
Finally, a simple demonstration of shape 
recognition is given. 

This is both an educational and fun 
book which handles a potentially 
complex topic in a nice simple manner. If 
you want to really see what your 64 can do 
rather than just play games, try this book, 
it's well worth reading. 



tHllL.Bthrendt / Jfc 

'CDT IND FOR THE __ 




' LIBRARY 



Title: Music and Sound for 
the Commodore 64 
Author: B.L Behrendt. 
Publisher: Prentice-Hall 
Price: £34.78 



THE INCLUSION OF SOPHISTICATED 
sound chips such as the 6581 means that 
you have the added extra of sound 
synthesis without the need to buy a 
separate synthesiser. In addition to the 
annoying lack of sound commands on the 
64, sound synthesis is a complex field that 
isn't readily mastered. This book is one of 
many dedicated to the discussion of 
sound synthesis. The package in fact, 
comprises a disc and a book. Rather than 
force you to type in all the programs 
discussed, they are recorded on the disc 
leaving you free to concentrate on the 
theory of the music. 

The book starts with three chapters on 
theory. These cover the physics of sound 
and the fundamental units of sound 
synthesisers. These chapters are 
important since they introduce the 
subject and describe how the operations 
encountered later work. Details of the 
various registers in the 6581 are given 
along with operational parameters. 

The remaining chapters cover many 
interesting aspects of sound synthesis .ind 
provide routines to demonstrate the 
lessons learned. The most noteworthy 
routines provide facilities for the 
development of sounds, music editing 
and a simple sequencer. The information 
in the text provides example settings 
which can be used in the programs to 
produce interesting effects. 

Computers can be programmed with 
certain rules of operation to behave in a 
human-like manner. This is often called 




artificial intelligence. A similar exercise 
can be carried out with sound so that the 
computer generates music. Simple music 
generation techniques are introduced 
into the book demonstrating how sound 
based on simple scales or chords can be 
generated. Surprisingly the effects are 
quite pleasant if not a little monotonous. 
Finally, you are provided with a number 
of routines for sound effects which are 
not only suitable for use in your own 
programs but can be developed to give 
further effects. 

Overall, this is a highly entertaining 
and useful package which is well written 
and presented but the price is ludicrous: 
half the price would be nearer the mark. 



Title: Turbocharge your 64 
Author: P. Worlock 
Publisher: Longman 
Price: £5.95 



AUTHORS OF BOOKS LIKE THIS OWE A 
lot to Commodore's policy of providing 
useless manuals with their computers. 
This book, rather than providing 
information on the basics of the 64, claims 
to tell you how "the Professionals" do it. I 
rather dispute this claim butsome readers 
might believe it. In essence the book gives 
masses of hints, tricks and wheezes which 
will certainly embellish your 
masterpieces. Because of this approach, 
the treatment of information tends to be 
of a "potted" nature rather than "in 
depth". 

To get you in the mood for writing 
wonder programs, we start with program 
structure and a discussion of the various 



functions available from BASIC. As a 
simple intoduction to structure, these 
chapters aren't bad, but the lessons learnt 
aren't very earth shattering. The section 
on functions discusses the trans- 
cendentials and RND but doesn't cover 
any new ground. 

One of the "in" phrases in computer 
circles is "user friendly". The author 
recognises this attribute and gives quite a 
decent section on interaction. This covers 
methods of inputting information, error 
trapping and formatting of displays. A 
short machine code PRINT AT routine is 
given as a handy utility. The area of 
interfacing is extended later in the book 
to cover joysticks. Again a machine code 
utility is supplied as an aid. 

The sections on graphics are of a 
higher standard and cover most of the 
important areas. There's a fair discussion 
of the memory organization of the 64 and 
how to redefine characters, the use of 
sprites and high resolution graphics. 
Simple character movement is described 
as is the use of sprites to give simple 
animation effects. 

Finally for lovers of music and sound 
effects, the operation of the SID is 
examined along with a reasonable 
amount of musical theory. 

I found it a little difficult to decide 
whether I loved or loathed this book. The 
treatment of the material is good but the 
book does not give the claimed 
"professional' techniques. The material 
supplied is quite standard and no more 
than I would expect in a manual. 
Throughout there are short BASIC 
routines which demonstrate various 
points and the presentation is lively and 
attractive. If I do have a complaint, it is 
that the chapters tend to be rather short 
and occasionally superficial. 



Mirage 




SOFTWARE & 
DISTRIBUTION 



1 Sandy Road 
Top Floor YC 
Seaforth, Liverpool 
L21 3TN 

Tel: 051-928-8443/4 



PROGRAMMERS 

WE ARE LOOKING FOR TOP QUALITY PROGRAMMES TO MARKET IN THE 
UK AND ABROAD. THE PROGRAMMES MUST BE OF TOP QUALITY AND IN 
MACHINE CODE WITH GOOD GRAPHICS AND SOUNDS AND ORIGINAL 
CONCEPT WE ARE LOOKING FOR PROGRAMMERS TO CARRY OUT WORK 
ON NEW MACHINES SUCH AS THE C.B.M 16 AMSTRAD AND M.S.X. 
WE CAN SUPPLY THESE MACHINES TO CARRY OUT WORK FOR 
MIRAGE. WE ARE ALSO OFFERING £500 PRIZE FOR THE BEST PROGRAMME 
RECEIVED BY THE END OF FEBRUARY 1985 WHICH WE WILL DECIDE TO 
MARKET WE OFFER AN OUT RIGHT PAYMENT OR 10% PLUS PAYMENT OR 
20% ROYALTIES FOR MORE INFORMATION CONTACT THE SOFTWARE 
MANAGER HE WILl BE GLAD TO LISTEN TO ANY QUESTIONS YOU MAY 
HAVE 



PROGRAMS COMING SOON 

THE COUNTS CASTLE 

COMMODORE 64 

£6.95 
CASTLE GREYSKULL 

48K SPECTRUM 

£5.95 



SALES MANAGER SOFTWARE MANAGER 

T.C. SAPHIER C.A. SAPHIER 

NOTE WE HAVE MOVED TO NEW PREMISES 



Collect cherries as you 
fend off the spiders in 
this fruity, fun-filled 
game from F.G. Tout. 

YOUR TASK IS TO GUIDE 
Freddie through 5 different 
waves, collecting cherries as 
you go. You score 100 points 
for each cherry you collect. 
But, watch out for the spiders, 
etc. ..they're out to stop you. 

Plug your joystick into port 
2; lefNeft, right=right, fire 
button to jump. You can guide 
Freddie after he has jumped: 
for a long jump, keep the 
joystick to the left or right; fora 
short jump, release the 
joystick; to jump up, do not 
move the joystick at all. 

You score 100 points for 
each cherry you collect. You 
have 3 lives with an extra life on 
waves 3 and 5. 





mm 



0 



PICKER 




31 




8 
a 



mum 




Program Information 




Part 1 ... This is all sprite data. 
Part 2 

10 299 U.D.G.s 

300 430 New Letters 

999 2040 Music Interrupt 

2100 2380 Music Data 

19999 Machine Code (REMmed) 

Part 3 

2 81 Subroutines to check for 

collisions with spiders or 
other nasties, and whether 
you pick a cherry. 

100 400 Variables and define- 

functions. 

500 550 Mainframe 

900 1059 Screen 1 



1100 


1172 


Screen 2 


1200 


1295 


Screen 3 






Screen 4 


1400 


1498 


Screen 5 


40000 


41111 


Keep Score etc. 


49999 


50030 


Game Over 


60000 


60299 


Title page 


Variables 








V 


= Sprite variable 


Li 


= Lives 


Le 


= Level 


S1,S2,S3 


= Sound 


J 


= Position of Fred 


G 


= Var 


L 


= J's port 


M1,M2,M3 


= M/C addresses 


H,K 


= Collision 




registers 



Program Listing 



4 REM CLR-ORN 

3 POKC332B©,9iPO»E3328l ,9«PRIMT-^j:HERRY PICKER 
16 I-8IFORl-8TOG4»7-l iREADAiP0K£2IB«64*I ,Air*XT 
28 OATA2, 168,8, 18. 17B.8, IB 
23 DATA82,8,9 -35 ,B, 9,8* 
38 0ATA8.9,88,B,6,64,e 
35 0ATA2.96,B, IB. 168,8,9 
35 OATA16B,B. 9. 168,8,9, 168 
0ATA8.9, 168 ,8, 13,232,8 
DATA 13, 231 .8 , 3 .253 ,8 ,93 
0ATA287 , 192, 126,3, 192, 1 12,8 
DATA I 12,64 .0 .88,8,8,84 ,B 
DATA 2 , 168,8, IB, I 7B ,8 , IB 
DATAe2,B.9.32,B.9.84 



IV FRAf* TOUT 1 



48 
45 
38 
33 
68 
65 





76 OATAB, 9. 8B. 0.0. 64,6 

75 DATM^Nft. IB. 168. 8,9 

B0 0ATAI68, 0,9, 168,6,9, 168 

8? OATA0, 5, 168,0,7,333,6 

98 OATA7,23l,8.3,2S5,6,23 

37 DATA387, 192,31 , 193, 198.31 . 1 , 198. H 



,1,64,8,1,80,0 



IBB OATA2, I6B.B, 10. 170,0. 10 

IBS OA TABS , B .9 .3? .0,9 ,84 

110 OA TAB ,9,88,0,0 ,64 ,0 

113 OATAB, 96, 0,16,168,6,9 

126 0ATA168, 8,5, 168,0,6, 168 

183 OATA0, 82. 169, 0,31,833,0 

130 DATA**, 848, 0.7, 855, 0, 7 

133 OATA807, 0,7. 13,0.4,7 

148 OATAB,8,3,0,B,3,64,B 

145 OATA8, 160,0, IB. 170.0. 10 

13B DATAB8,e.9.32,B.9,84 

153 OATAB, 9,80.0.8. 64.0 

160 DATA8.96.6, 10, 168, .9 

183 0ATA168, 0,3, 169,0.6, 168 

175 OATA0. 88. 169,0,3 I .853,0 

185 OATA 1 3 ,252 ,0.1, 184 ,0,1 

IBB OA TA858 ,0.1, 804 ,0,1, 58 

193 OATAB, 0,80, 0,0, 81 .8-8 
280 OATA8, 168,0, 10, 170 ,0 , 10 
803 OATAee.0.9.38,0,9,84 
810 DATAB,9,BB.0.0.G4,6 
813 0ATA8.96. , 10, 168, ,81 
280 OATA168.B.21 , 169.B.9B, 169 
225 0ATA64 .74 , 168 ,64 , 15,858,6 
830 0ATA15, 852. 0,13. 220. 0.3 

833 DATA330 ,0 , 3 , 2B8 ,0 , 3 .208 ,6.1, 198 ,6,1 ,80 ,6,0 
840 0ATA8 . 168,0, 10, 170,0 , 10 
843 DATAe8.0,9,32,0,9.e4 
830 OATAB. 9, 80,0.0. 64,0 
855 OATA8, 96,0, 10, 168,0,21 
860 DATAI69,6,83, 169,64,74, 168 
865 0ATA64 , 10, 160 ,0. 15,838,0 

870 OATA 13, 838,0, 13,232,6,3 

873 DATA252. 0, 15,8 12,0,7,80 

380 DATA0.5.5.0.3.64.0.B 

340 0ATA2 . 168 .0. IB, 170, B . 10 

345 DATA82,0.9,32 .8,9 .94 

356 OATAB. 9, 86, 6. 6, 64. 6 

333 0ATA8. 96, 6, IB, 168,6,81 

366 DATAI6B,6,85, 169,64 .74 , 168 

363 0ATA64, 10, 168,0, 13.838,0 

37B OATAI3, 833, 0,13,833.0.63 

375 OATA287, 198,835, I , 198,98, I 

380 0ATA64, 80, I ,80,86.6.6,6 

390 FOR I -0TO64 »6 - 1 1 RE ADA i POKE223»64 • 1 , A I HtXT 
460 0ATA2, 176,6, 16, 168,6, 16 
463 OATA80,0,9,38,6,9,e4 
410 DATA0,3.B0,0,64,64,4 
413 OATAB8. 96, 86. 28, 169.68.5 
430 DATA169,64 ,9, 169,6, 16, 168 
433 DA TA6 ,18,1 69 , 0 , 63 , 239 , 1 
430 OATA137, 855, 843, 124.3,244 ,64 
433 OATA0,8.B,e.6.6.6 
440 DA TA0 ,0,0,0,0,0,0,0 
443 DA TAB ,6,8, 84 ,6,8, 28 
450 OATA 1,0, 58 ,5,0, 60 , 88 
433 DATA6, 68, 88. 169,62, 166, 168 
466 OATA63. 16B.86, 14, 168,86. 14 
463 0ATAI69,76, 14, 168.96, 14, 168 
478 0ATAB6, 14. 166,24,6,6.34 
473 DATA66,86,e,232,3,e.348 
460 OATA 1,0,113,0 ,0 ,64 , B 
483 DATA0,64.0,0,B0,0,0,0 

5B8 OATA8, 8, 8,0. 8,0, 0.0,0,8,0, 8,8,8,8,6 

363 OA TA3. 344, 64, 855 ,245. 184.833. 1 , 127, 168,6.63, 1 68 .6 . 16 , 169 ,6 , 1 8 
318 OATA 169 ,64 ,B . 168 ,60 ,5 , 96 ,26 , 22 .64 ,4 ,92 , 9 ,0 ,9 - B4 , 6 ,9 . 32 ,6 , 1 
313 DATA 16 , 169 ,6,2, I 76 .6,6 
668 DATA48, 3. 3. 264, 18.3.364 

616 DATA 1 3, 3, 48. 3, 6, 3. 48. 3, 3 -49, 204, 3, 48, 384 
636 DATAB , 192 .232.84 ,6.204 , BO 

625 DATA0 . 204 . I 1 7 ,64 ,0,245 ,6 . 16 . 347 . 17, I ,232, 16,6,252,26, 17,254 . 143 
636 DATA 1 44 .66,234, 132 , 76 .234 . 169 ,86 ,62 , 168,86,62, 160,40 
640 OATA 1 6, 1 , 1 ,68,4 . 1 .68 ,4, I , 16,1 ,6, I, 16 

660 DATA 1 , 1 , 16,68, 1 , 16,68,8,64,84 ,84 ,0 .68 - 80 .6 .68 , 1 1 7 , 64 ,0,843, 
663 DATA804.847. 16,0,352,28,3.232. 16, 16 ,254 , 136 ,38 ,254 
678 DATA 147 .86,254, 152, 1 18,334 , 169 
688 0ATAB6, 62, 168,86,62, 166,46,6 
768 DATA32.3.3, 1 36 ,8 .3 . 1 36 ,6 ,2 , 38 ,3 .6 ,2 , 38 
786 DATA8. 2. 32, 136.3,33. 136.8, 138, 168,84,6, 136,80 
730 DATA0 . 136 . 1 17 .64 ,0,345,0,33.247 , 18,8,232. 16,6 
730 0ATA333. 84, 18,234 . 144.16 .834 . I 46 . 98 , 234 . 153, 156.834. 169 












770 0ATA86, 62, 168,86.62. 180,48,0 

798 FORI-0TO64«8- 1 I REAOA I POKE2 I 7«64 • 1 .AIf*KT ^ 
888 DATAB, 168 ,8,? , 178,8, 10 i"^' 

810 OATA9B.8 8,78,0,1.86 *- -J* 

820 OATAO, 0,84 ,8 ,0. 16, B / /~ 

83B OATAB, 152,0,2, 178,0.2 vS 
B40 0ATA167 ,0 .2 . 150 .0.2 .90 
830 0ATA8, 1 . 168.8. I . 170,0 
B68 0ATA3, 235. 0.3. 207. 0,13 
878 0ATAI5,0,52. 12,0, BO, 13 
8B0 DATAO .O. I 3.0,0,21 .0 .0 
908 OATAO. 168. 8.2, 178,8, 18 
918 OATA98, 0,0, 70,0. 1 .86 
920 OATAO .0 .84 ,0 ,0 . 16,8 
930 OATAO . 152 ,8 ,2, 170,8,2 
940 DATA 167,0,2, 166 ,8 ,2 ,130 
958 DATA0 ,2 ,90-0,2, 106, O 
960 DATA3, 233 ,8,3,233,8, 13 
970 OATA287,8,63. 13. 192 ,28 .3 
98B OATAI92.BB. I .64,8,3.64,0 
IBBO 0ATA8 , 168 ,0,2, 1 78 ,0,18 
1818 DATA9B ,8,8, 78 ,0,1, B6 
1028 DATA0, 0,84, 0,0, 16,0 
1030 OATAO, 132 ,0,2, 178.0 .2 
IB4B DATA 166 .8,2, 166, B, 2- 166 
1050 0ATA8 -2 , 150,0,2 . 134 ,0 
I860 DATA3 ,223 .0-3,233,0.3 
1070 DATA207 , 192 - 13, 193,240, 13 ,0 
1080 0ATA24B-52,8,8B .84 , 1 ,88 .8 
I1BB DAT AB . 1 68 ,0,2, 1 78 , 8 , I B 
1118 DATA90,0,0 ,70.8, 1 ,86 
1128 DATAO. 0.84 ,0,0. 16, 6 
1138 OA TAB . 1 52 .8,2,178,8,2 
114B OATA166,0,2, 166,0,2, 166 
1138 0ATA8, 2, 166,0,2, 166,0 
1160 DATA3, 247, 0,3, 233, 192,3 
I17B DATAI93,240,3,0,2S2,3.64 
I | 60 0ATA32 .3,64 ,4 ,3 -64 ,20,0 
1200 OATAO, 168.0,2. 170,0, 10 
1210 OATA90.0 ,8 ,7B ,0 . I .86 
1228 OATAO ,0 ,84,0,0, 16 ,0 
1238 OATA0, 132 .0 .2, 170,0,2 
1240 OATA166.B. 2. 166.0.2, 166 
1250 DATA0 ,2 , 166 .B .2 . 166 ,8 
1268 DATA3,247,8,3,255.B8,3 
1278 0ATA207 - 208 ,8 , 243 , 208 , B , 240 
12B0 DATA 16,0 -SB ,16,1 ,80 ,0 ,0 
1300 OATAO, 166,8,2 , 178,8, 18 
1310 DATA90-0 .0 .70,0, 1 ,86 
1320 OATAO ,0.84 ,0,0, 16.0 
1330 DATA© , I 32 ,0,2. 1 70 ,0,2 
1340 0ATA166, 0,2, 166,0,2, 166 
1350 OATAO, 2 , 163 ,0,2, 169,0 
1360 DATA3,255,O,3,245.0,3 
1378 DATA233,O,O,203,8,0.233 
13S0 OA TAB ,8,212,8,0 .84 , B - 0 
1488 OATAO , 168 .0 -2. 170,0, 10 
1418 DATA90, 0,0,70,0. 1 ,86 
1428 DA TAB -8 ,84 ,8 -8, 16 ,0 
1430 DATAO, 132 .0,2 , 170 .0 .2 
1440 DATA166,8,2, 166-8.2. 166 
I43B 0ATAB.2 , 163, B, 2 . 169 ,8 
1468 0ATA3,233.B,3,232,8,3 
1478 DATA228.B,8,92,e, l rf 79 
1488 OATAB.B. 13. 8. B, 21 ,8.8 
1588 DATAB, 168,0,2. 170,0,10 
1510 DATA90. 0,0. 70,0, I ,86 
1520 DATAB ,0,84 ,0,0, 16,8 
1330 OATAO, 152,0.2, 170,0.2 
1340 0ATAI66,8.2, 166,0.2, 166 
1338 OATAO, 6, 169,64.6, 170,64 
1560 DATA3,253.0,3 ,233 ,0, 13 
1370 DATA287 , I 92 ,13, 3 .248 .2 1,8 
I3BO OATA248. 8 .8.208.0. 1 .80,0 

9888 FOR I -BTD 1 27 1 RE AO A I POKE23 1 *64 - 1 , A I NEXT i HEM* iSP • • 
98B1 OATA7- 1 - 192.3. 131 . 128.28 
9802 DATA 188. 48, 34. 108 .2 16 . 99 , 189 
9BB3 0ATAI40, 193,239,6. 192 .238 ,B 

9004 DATA 1 92 , 124 ,6 , 224 ,234 ,14,1 

9005 DATA239, 0. 31 - 171 ,240,48,214 

9006 DATA24 ,96 , 124, 12, 192, 198,6 

9087 DATA 193, 131 ,6 ,227 , 1 , 142,6 

9088 DATA0. 192,6,238, 182,7,131 
9009 DATA 192,3, 1 , 128, 1 , 199,8,0 
8011 OATAO , 16,8.0 ,36 ,0 ,B 

9812 OATA 1 24 .0,0, 108 ,8,28,1 88 

9813 OATA 1 12 ,62, 108 ,248,99 ,253 . 140 
9014 0ATAI93, 255, 6, 192,254,6. 193 












9015 0ATA233,6,23I ,255,238, 12,254 
90 IB 0ATA48,24,I24,?4 ,46 , 196 , 12 
9017 DATA96 , 1 98 ,6,1 92 ,254 ,6,1 92 

9016 DATA 108,6,224 ,56 - 14 .0,0 

9019 datao, 0,0, 0,0. 0,0.0 

10000 FOR I >OTOl9l iPFADAiPOKE233«64- I .AtNEXI 
I0O10 OATAO ,24,0,0 ,60 ,0,1 92 

10012 OATA90, 3, 192, 126,3.224, 102 

10013 0ATA7, 1 12, 102, 14, 121 , 169, 158 

10014 DATA61 ,255 . 1 66 , 63 , 255 , 252 , 63 
100 16 0ATA25S ,252 ,55 ,247 ,204 ,55 ,247 
lOO IB OATA236,7, 1 15,224, 14, 123,240 
10020 DATA 1 4, 243,240, 12,253-240,29 
10022 0ATA255, 164,29,255,216,31 ,255 
10024 OATA248,51 ,207,60,33, 134,28,0 
10030 OATAO, 24, 0,0,60, 0,192 

10032 PATA90,0, 192 , 126 ,3,224 , 126 

10033 DATA7.248 , 1 02 ,15,121.1 89 , 1 58 

10034 DATA 125, 255, 190,63,255,252,63 
10036 0ATA255,252,55,247,204,55,247 
10038 0ATA236.55, 1 15,236, 14, 123,240 
I0040 0ATA14, 243, 240, 12,253,240,29 
1004c- 0ATA25S, 184,29,255,216,31 ,255 
10044 0ATA248,63. 1 58 , 1 20 ,51,12,48,0 
10050 OATAO,24 ,0 .0 ,60 ,0 , 192 

1P052 OATA90.O ,0, 126,0, 192 . 126 

10053 DATA3,224, 126,7,241 , 169, 143 

10854 0ATA125,255, 190, 127,255,254,63 

10056 0010255,252,51 ,247,204,55,247 

10058 0ATA236 .55, 127,236,62, 127,252 

10060 OA TA 15 ,233,240, 1 3 ,253 .240 ,29 

10062 DATA255,249,29,255,216,31 ,255 

10064 DATA248,62, 121 ,228,24,48, 136,0 

1 100O FORI -8T064»6- 1 t REAOA i POKE237 «64 ♦ I ,Air*XT 

11010 DATAO, 0,0, 0,0,0,255 

I 1012 DATA255, 254, 0,56,0, 15,255 

11014 DATA224 , 12,0,96, 106,40,96 

1 1016 OATA204, 146,96,204, 16,96,205 

11018 DATA I 7 ,96 ,252 , 16 , 1 24 , 205 . 1 7 

I 102O OAT A 1 OR , 204 ,0 , 108,204, I 30 ,111 

1 1022 OATA108,4O ,96 , 12 ,0 ,96 , 15 

11024 OATA255,224,O,56,O,0,56 

11026 OATA0, 0,56, 0,0, 254, 0,0 

UIIO OATAO, 0,0, 0,0, 0,63 

11112 DATA255, 248, 0,56, 0,15,255 

IIII4 0ATA224, 12,0,96, 12,40,96 

I I I 16 DATA 1 08 , 130,96,204,2,96,205 

11119 DATA5, 96, 252,8, 124,205, 17 

I 1 120 DATA 106 .204,0, 1 1 1 . 108, 130,96 

11122 DATA 12 , 40 ,96 ,12,0 ,96 ,15 

11124 DATA255,224,0,56,0,O,56 

11126 DATAO, 0,254, 0,0,0,0,0 

11210 DATA0 .0,0,0,0,0, 15 

11212 0ATA255, 224, 0,56,0, 15,255 

11214 DATA224, 12,0,96, 12,40,96 

11216 0ATAI2, 130,96, 106,0,96,205 

11218 DATAI ,96,252,0, 124,205,31 

I 1220 DATA I 1 1 , 108,0,96, 12, 130,96 

11222 DATA 1 2 ,40 ,96 , 12,0, 96 ,15 

11224 DATA255, 224 ,0,56. 8, 0,254 

11226 OATAO, 0,0,0,0,0.0.0 

11310 OATAO, 0,0.0,0,0, 3 

11312 DATA255, 126,0,56,0, 15,255 

11314 0ATA224, 12,0,96, 12,40,96 

11316 OATA12, 130,96, 12,0,96, 109 

11319 DATA 1 , 96 , 252 ,16,127,1 09 ,25 

11320 0ATA36, 12,8,96, 12, 134,96 
11322 OATAI2,40,96, 12 ,0,36, 15 
11324 0ATA255, 224, 0,254, 0,0,0 
11326 OATAO, 0 ,0 ,0,0 .0 .0.0 

I 1410 OATAO ,0,0,0 ,0 ,0 ,0 
11412 DATA254, 0,0, 56, 0,15,255 
11414 DATA224, 12,0.36, 12,40,96 
11416 0ATAI2, 130,96, 12.0,96, 13 
I14IP PATA 1,111 ,252 ,16,1 24 , 13,17 
11420 DATA96, 12. 16,96, 12, 146,96 
11422 DATA 12, 56 ,96, 12,0,96, 15 
11424 DATA255, 224, 0,56, 0,0, 254 
11426 DATAO. 0,0, 0,0, 0,0,0 
11510 OATAO, 0,0, 0,0, 0,0 
11512 0ATA56, 0,0, 56, 0,15,255 
11514 DATA224 , 12,0,96, 12,40,96 
I 1516 DATA 12,1 30 , 96 , 76 ,0,1 1 I , 205 

11519 DATA 1,1 08 ,252 , 6 , 124 , 205 ,17 

11520 DATA96,76,32,96, 12, 194,96 
11522 0ATAI2.40, 36, 12,0,96, 15 
11524 0ATA255, 224 ,0,56.0,0,56 
11526 DATAO, 0,254, 0,0, 0.0,0 









F0RI-0TO64*4-l I RE AOA i POKE243 *64 M . A t NEXT I REM* *M INTER • • 
OATAO.0,0,0,0,0,0 
DATAO, 0.63, 240, 0,31 ,224 
DATAO, 13, 198,0,?, 126,0 
DATA7, 128 ,8,7 , 134,0,63 

0ATA233 - 192 ,35 ,234 , 176 ,247 ,234 y\ 
DATA220, 7. 133,1 14,7, 128.92 
0ATA7, 126,49,7, 128.26,63 
0ATA248 , 84 , 60 , 96 , 25 ,0 ,96 
0ATA28 ,8 ,96 ,62 ,0 ,240, 126,0 
OATA0,0,0 ,0,0,0,0 
OO7A0, 0,63, 240, 0,31 .224 
DATAO, 13, 192 ,0,7, 128 .0 
0ATA7, 129,0,7,134.0,63 
OATA233 , 1 92 ,247 , 234 , I 60 , 7 , 234 
OATA88, 7, 133,80,7, 128, 108 
DATA7, 128,4 1 ,7, 128,20,63 

OATA240 , 84 , 24 , 96 , 1 9 ,60 , 96 

DATA29 , 0 ,240 , 60 ,0 ,0 , 1 26 ,0 

DA7A0 ,0,0,0,0,0,0 

DATA0, 0,63 ,240, 0,31 ,224 

DATA0, 13, 192,0,7, 128,0 

0ATA7 , 128,0,7, 134,0,255 

DATA253 , 1 36 , 7 , 234 , 1 60 , 7 , 254 

DATA2I6.7, 133, 80 ,7,1 2B ,110 

DATA7, 128-43,7, 128,21 ,63 

DATA240 ,94 ,24 ,96 ,27 ,24 ,240 

OATA29.60.0.54 ,0,0, 1 I 1 ,0 

DATA0,0,0,0,0,0,0 

OATA0, 0,63, 240, 0,31 ,224 

OATAO, 15, 192,0,7, 128,0 

0ATA7, 126,0,247, 134,0,63 

OATA233 .0 , 7 ,254 , 86 , 7 ,254 

DATA2 16,7, I 33 , 20 ,7,1 28 , 76 

0ATA7, 128 ,47 ,7, 128,21 ,63 

DATA240 , 86 , 24 , 240 , 1 0 , 24 , 0 

DATA29 ,24 ,0 ,30 ,60 ,0 , 123 ,0 

P0KEl98,2tPOKE631 ,13' LOAD 



Program Listing Part 2 





0 REM•••••••••««****•••*••*»**»•**••••*"*••• 

, rem.. CHERRY PICKER •* 

2 REM** BY F O TOUT 

3 REM** TH16 PART OF THE PROGRAM IS ALMOST *• 

4 REM** ALL MACHINE COOE AW CARE MUST BE 

5 REM** TAKEN ON ENTERING IT. 

6 REM*. «.*.#* ••**•<«•*••••••»••••*••»••»••••* 

^0 R pRINT^MPOKE332B0,2.POKE53e81,2.PRI«T-*:MERRY PICKER BY F G TOUT 

13 REM***D0fcM-0A0 UOGS** 
20 P0KE36334,PEEK<36334)AN0254 

30 POKE 1, PEEK <1>AND251 

40 FORG "0TO64 *8 ' POKE 12288 »G .PEEK ( 53246 *G > ' NEXT 
30 POKE 1 .PEEK < 1 >OR4 
60 POKE56334,PEEKC36334>ORl 

100 READAXIT-T*!. IFAXO - I THEN»»OKE 12268*G.T ,AX« GOTO 100 

101 FORI-0TO68«eSTEPetft-12286*l«I«B-PEEK<A>IPOKEA,B AND5INEXT 

102 OATA0, 0,0, 0,0,0 .__ , „_ -„ 

105 OATA239,239,0,219,ei9,e,249,249,255,193,163,133 133,I63,!93,233 

110 0ATA224, 48, 24 ,60, 110, I 18, 60, 0,90, 169, 126, 133, 102,128.129-66 

115 0«TA129,233, 129,253, 129,233, 129,253, 146,84,36,234,36,64, 146, e 

120 0ATA24, 26, 88, 36, 26, 26, 24, 24, 0,0, 0,0, 60, 235, 233, 255 

125 0ATA255, 126, 124, 60,56, 24, 24, 16, 7, 31,1 15,99.103, 103,224,224 

130 0ATA233, 255, 253, 255, 255, 255, 255. 255 

135 DATA7. 31, 59. 251, 251, 239, 255, 255, 224, 248, 236, 239, 239, 204, 253, 233 
I 40 0ATA233 , 235 ,239,239, 2B4 , 233 , 233 , 235 
299 OATA-1 

3B0 FOR I "6T02 1 3 1 RE ADA t POKE 1 2266 * I , A I NEXT 
3B2 REM* *LETTERS» * 
363 OATAB ,0,0,0,0,0,0,0 

310 OATA48 , 124 , 1B8 ,126,116, 1B2 , 1 82 ,0,48, 124 , 1B8 , 1 26 , 1 IB , 1 82 , leb ,<0 
328 DATA68, 106, 108, 96, 96, 116,62, 0,120, 108. 118, 116,1 18, 166,126,0 
330 0ATA126, I 18, 96, 124, 96, I 16, 126, 0.126,118,96,124,100,112.112.8 
340 DATA6B, 118,96, I 18,1 IB, 126,68,8,108, 110, 118, 126. 102,118,118,0 
3*0 DATA124,56,24,2e,28,30,62,0,62,30,2e, 12, 108, 120.56,0 



DATA I 10, 108, 124, 1 12, 124 , II 
370 DATA54 ,119, 127 . 



.96,96 
19,6,54, 1 1 



360 DATA62 , 103 . 



390 0ATA62 



13,1 19, 103, 1 15,62,0,126, 103 
103, I 15, 1 15.115. 62 , 15,0, 1 26 . I 15 
DATA62, 115, 97, 62, 67, 103, 62, 0.127, 60, 24 

4 10 DATA 103, 103,7 I , 103, 102 , 1 26 , 68 ,0 . 103, 10 
420 DATA I 19, 1 19, 107, 107, 127, 1 18 ,34 ,0 , 183 . I 
,24,24,28.28,0, 126, 15, 12, 



430 DATA I 15.5 



999 REM*«*MUSIC INTERRUPT*** 




6 












1000 FORT-0TO2iFOPX-0TO255iREAOAt IFA- - 1 THEN1040 
1010 PO*5E36864*T*256-X,AiNEXTX 
1040 NEXTT 

1030 DATA 1 69. 1 46 , 1 4 I ,2 I , 3 , 169-0, 14 1 ,20,3,96,-1 
I960 DATA 169, £34, 141 ,21 ,3, 169,49, 14 1 ,20 ,3 ,96 , - 1 
1070 DATA 173,0, 147, 192, 17, 240, 97, 896, 1, 147, 173, 1 , 147, 
1060 DATA0, 14 1 ,4,212, 169 , 14, 141 ,9,212, 169 , IS, 141 ,6,21 
1090 DATA 167 

1095 DATA 165,0, 1 49 ,141 , 1 ,212, 1 85 ,0, 149, 141 ,0,212, 1 85 , 

1097 DATA 169 ,0,141,0, 147 ,141,4,212, 24 ,144 ,242 , - 1 
2000 POKE37632,0tPOKE37633,8 
2010 FORT-0TO155iPEADHF,LF,DU 

2020 POKE37eee«T,HF!POKE3B144*T,LFiPOKE3B400«T,DU 
2040 NEXTT«POKE37380,T+I 

2 100 DATA2 1 , 154 ,9,2 1 , 154,6,85, 177,9,25, 177,6,32,94,8, 
2110 DATA22, 227, 8, 25, I 77, 8, 22, 227, 8, 2 1,1 54, 8,2 1,154, 9,22,227, 8, 25, 177, 8, 25,1 77, B 
2120 0ATA32 ,94 ,8 ,32 , 94 ,6 , 34 , 75 ,8 , 32 ,94 ,8 ,28 ,214,8,0,0,8,22 ,387 ,8 ,25 ,177,8.22,227 
2 130 DATA8,21 ,154,8, 19 ,63 ,8,19 ,63 ,8, 17,37,6,8,8,8, 39 , 126,6,34,75,8,32,94,9 
3140 DATA29,2I4,8,34,75,8,32,94, 10,28,314,8,35, 177,8,38,814, 10,35, 177.9 
2150 DATA22,387,8,21 , 154,8,22,227,8 

8 160 DATA35 , 177 ,8,36,314 ,8, 34 , 75 ,8 , 32 , 94 ,8,28,214 ,8 
2170 DATA25 ,177 ,8 ,32 ,94 , 8 

2180 0ATA28.2I4 ,8,25, 177,8,22,227,8,28,214,8,25, 177,8 ,33 ,337 ,8,31, 154,8. 1 
3800 DATA 19,63,8, 1 7 , 37 ,6 ,8 ,8 ,8 , 34 , 75 ,8 , 34 , 75 ,8 , 3B . 136,8,39,126.8,43,52,8 
8310 OATA38 , 126,8, 34 , 75 ,6 , 33 , 94 , 9 , 34 , 75 ,8 , 34 ,75,8 , 38 , 94 ,9,88,314 ,8,25, 177,8 
2228 0ATA28 ,214,8 ,28 ,214,6,8,8,8, 34 , 75 ,8 , 34 , 75 ,8 , 38 . 126 ,12 ,38 . 126,8,43,52,18 
3330 0ATA38, 126,8,34,75,8,32,94,9,25, 177,9 

2240 DATA25 , 1 77 ,8 ,22 ,227 ,8 ,2 1 , 154 , 12 , 19 ,63 , 12 ,2 1 ,154,8, 19 ,63 ,8 , 1 7 , 37 ,8 
8858 DA TA38, 2 14,8, 28, 2 14,8,32, 94,8,38,3 14, 8,35, 177, 8, 22,887, 9,2 1 , 154 
3300 DATA21 , 154,8,23,337,9,0,0,9,38,314,8,38,314,8,32,94,8,34,75,8,38, 126,8 
3318 0ATA34,75,8,43,52,8,38, 1 26 ,6,8,0,8, 25 , 177,8 
8380 DA TA85, 177,8,35, 177,8,83,837,8,81 , 1 54 ,8,33,837,8 
3330 DATA2 1 , 154 ,8, 17,37,8,0,8,9, 17, 37 ,8,21 , 1 54 , 8 , 19 ,63 , 8 
3340 DATA32,227,8,85, 177,8,38,3 14 ,8 

2358 DATA28.2I4,8,25, 177,8,8,0,8,22.227,8.22,287,4,25. 177,8,25, 177,4,28,214,8 
2360 DATA25, 177 ,8,22,227,8,21 , 154, 8, 0,0, B, 19, 63, 8, 19, 63, 4, 21, 154 ,9 
2378 0ATA21 , 154,4,22,227-8,21 , 154,8, 19,63,8, 17,37,8.8,8.8,17,37,6 
23B8 DATA 17,37,4 ,21 , 154 ,6,21 , 1 54 ,8,19 ,63 ,8 , IS ,63 , 8 , 17, 37 ,30 
19999 FORI-0TO37IREAOAIPOKE49132* 1 . A ' NEXT I REMt • J 'S * * 
30080 DATA 173,8,228,281,123,306,3,32,48,192,201,119,288,3,32,8 
38810 DATA 195,201,107,208,3,32-48,192,281,103,288,3,32,88,195, 
30820 OATA 92,193,32,148,192,96 

30030 FOPI-OTO41 I RE AOA I POKE49200 » I . A I NEXT I REM* *aME LEFT*** 
30188 OATA 173,8,208,201,28,208,7,173,16,288,41,1,240,24,56,286 
30118 DATA 8,288,286,0,208,206,0,208,206,8,208,208,9,173,16,208 
30120 DATA 73,1,141,16,209,24,32,136,194,96 

30130 F0RI-0T04 I I REAOA I POKE3OO0O* I , A ■ NEXTI REM* aaME RIGHT** 
30200 DATA 173-0-208.201,48,288,7,173,16,208,41,1,209,84,84,238 
38210 DATA 8,288,238,0,208,238,0,208,238,0,208,288,9,173,16,208 
30220 DATA 73,1,141,16,208,24,32,236,194,96 

58840 FORI -0T023iREADAiPOKE495O0>l , A I NEXT I REM* • *MOVE & CHANGE ALIEN***** 
50O7O DATA.1 62 ,1,1 89 , 248 , 7 , 24 , 185 , 1 , 28 1 
58880 DATA2 13, 144,2, I 69 ,218, 157,248,7 
50090 DATA233, 334 ,8,208,236 ,96 ,0 

50188 FOR I "0T033 1 REAOA I POKE 49888" 1 , A I NEXT I REM* * *CHANGE ME****> 
58178 OATA 162 ,8, 189,849,7,34, 105, 1 ,301 
50 188 0ATA225, 144,8, 169,217. 137,248,7 
30190 0ATA232, 224, 1 ,309,336,96 ,0 

30300 FOR 1 "0TO23 1 REAOA I POKE 49900 * I , A I NEXT i REM* * aCHANOE ME***«* 
30270 DATA 1 62,0, 189,248,7,24, 105, 1 ,801 
58280 DATA2 17, 144,2, 169 ,310,157 ,848 , 7 
30290 OATA232.224 , 1 ,208,236,96,0 

53000 FOR 1 -0TO19IREAOAI POKE5O100* 1 , A > NEXT ■ REM* a aME t«* 

530 lO OATA 173, 1 ,208,28^,68,248, 12,206, I ,288,286, 1 ,208,286, 1 ,208,286, 1 ,208,96 
53828 FOR I "OTO 1 9 t REAOA t POKE30 138* 1 , A t NEXT' REMaa *ME OObaNaaa ^ 
53030 DATA 1 73 , 1 ,208 ,30 1 ,200,240, 12 ,238, 1 ,208,238, I ,208,238 , 1 ,208,238, 1 ,208, 
54999 FOR1"OTO88IREADAIPOKE49300*I,AINEXTIREM*»JUMP SUB/ROU«»*4 
55080 DATA 38,84,196,32,86,196,32,135,196,32,179,196,96 
55002 DATA32 , 16, 197, 32 ,69 , 1 97 ,32 , 128, 197,96 

55004 FOR 1 "0T0222 I READA i POKE50200* I , A i NEXT 1 REM* *MOVE ALIEN** 

55005 DATA 173,2,209,201 ,244,240,13,238,2,208,838,2,208,238.2,208 
55818 OATA 236,2,208,96, 169,53, 14 1 , 149, 192, 169, 196, 14 1 , 130,192,96,173 
35020 DATA 2,209,201 ,20,240, 13,206,2,208,206,2,208,286,2,206,206 
35030 DATA 2 , 208 ,96 , 168 ,24 , 14 1 , 149, 192, 169, 196, 141 , 158, 192,96, 173,4 
55040 DATA 208,281 , 150,240,7,238.4,208,238,4,208,96, 169, 1 1 1 ,141 ,132 
55050 OATA 192, 169, 196, 141 , 153, 1 92 ,96 , 1 73 , 4 ,208 ,20 1 ,24,240,7,806,4 
55060 DATA 288 ,286 ,4 , 288 , 96 , 1 69 ,86 ,14 1 , 152 , 1 92 , 169 , 1 96 , 141 , 153, 192, 173 
55878 OATA 6,208,201 ,60,240,4,236,6,808,96, 169, 157, 14 1,1 55 , 1 93 , 1 69 
33080 DATA 196, 141 , 156, 192,96, 173,6,208,201 , I .240,4,206,6,208,96 
55090 OATA 169, 1 35 , 14 1 , 1 55 , 1 92 , 169, 196, 141 , 1 56 , 192 , 96 , 1 73 ,8 ,208 ,20 1 ,23 1 
55100 DATA240 , 16,236,8, 288 ,238 , 8 ,208 ,236,8, 266 , 234 ,234 ,234 ,234 ,234 
551 10 DATA234 -96, 169,213, 141 , 158, 192, 169; 196, 14 1 - 139 , 192 ,96 , 1 73 ,8 ,208 
35120 0ATA20I ,72,240, 16 ,306 ,8 ,308 ,306 , 8 , 388 , 386 , 8 ,386 ,334 ,334 , 334 
35130 0ATA234 ,234,234,96, 169, 179, 141 , 158, 192, 169, 196, 141 , 159. 192.96 
33131 FORI-OTO167iREAOAiPOKE50423»!,AiNEXTtREM***ALlENS SC 2**a 
55135 DATA 173, 13,208,201 ,50,240,7,206, 13,208,286- 13,208,96,169, 16 
55148 OATA 14 1,162, 192, 169, 187, 14 1,163, 192, 96, 173, 13, 206, 201, 180,240, 7 












OATA 239 f 13 ,|N,CN, 13 .208.96 , 169 ,24? , 1 4 I , 1 62 , 1 92 . 169 , 1 96 . 1 4 1 , 1 63 
DATA 192.96, I 73 ,13. 268 , 28 1 .SB. 248, 18 . 286 , IS , 288 . 286 . 13,288,286^ 
OATA IS, 288, 96, 169,69, 141 , 165, 192, 169, 197, 141, 166 , 192 ,96 . 1 73 . IS i 
DATA 288 ,281 ,2 IS .248, 18,236 , I3,2BB.?38 . 15,288.238 . 13.208,96,169. V 
DATA 4 I , 14 1 , 165, 192, 169, 197, 141 , 166, 192,96, 173 ,7,288 ,201 , 52 .248-. 
OATA 13,286,7,206,206.7,288,286,7,288,206,7,208,96, 169, 126 
DATA 14 I . 166 . 192 . 169 . 197 , 14 I , 169. 192 ,96. 173,7 ,208 ,20 1 .2 12 ,248 . 13 
OATA 238. 7, 209, 23B. 7, 208.238, 7, 288. 238. 7. 208, 96. 169,97, 14 1 
DATA 168, 192 , 169 , 197, 14 1 , 169 , 192,96 
REM CLP 

PP I NT "J" i POKES3288 ,01 POKE3328 1 ,0 I P0KE53272 ,29 
PEM REO-CRO BLU YEL 

PRINT -•m CHEPRV PICKERS. ..BY BFKANK TOUT. 

REM CYN 

PRINT"*. INSTRUCTIONS "I 

REM 2»CR0-PUR > — 

PR I NT * YOUR TASK IS TO GUIDE FREDDIE THROUGH "I 

REM CRN 

PRINT'S 5 W*VES, COLLECTING CHERRYS S YOU GO. "J 
REM BLU 

BUT BEWARE OF ALL THE SPIOERS ETC.. "* 



PRINT'S 
REM YEL 
PR I NT "B 
PEM ORN 
PP INT-a 
REM BWM 
PR INT "B 
REM LRO 
PR INT'B 
REM GP I 
PR INT-B 
REM GP2 

ppiNT-a 

REM LGN 
PR INT'B 
PEM LBL 
PP INT'Q 
REM GR3 
PR INT'B 



THAT ARE THERE TO STOP YOU . 

PLUG YOUR JOYSTICK INTO PORT TWO "I 

LEFT - LEFT IRIGHT ■ RIGHT IF/B TO "* 
JUMP. YOU CAN ALSO GUIDE FREDDIE AFTER"; 

HE HAS JUMPED, SO IF YOU WANT TO JUMP "i 

A LONG WAY, KEEP THE JOYSTICK OVER TO "» 

THE LEFT OR RIGHT. FOP A SHORT JUMP "I 

RELEASE THE JOYSTICK, AND TO JUMP UP m l 



POKE 196 ,8 



DO NOT MOVE THE JOYSTICK AT ALU. 
REM GRN BLU YEL 

PRINT'S THERES MORE BPRESS BBP AC E " 

GETABi IFA«- ' "THEN6 1888 
I FAS-- * THE MB I I 10 

GOTO61880 

REM CLR- 2<CR0-UHT 

PRINT-JSBI YOU SCORE 100 PTS FOR EACH CHERRY "I 
REM RED 

PRINT'S YOU COLLECT AND YOU HAVE 3 LIVES WITH "> 
REM PUR 

PRINT'S AM EXTRA LIFE ON WAVES 3 AND 5. • "IPOKE19B,0 
REM 3«CRD-BLU YEL RED PUR 
PRINT-BBS) NOW PRESS BSPACE STO LOAD B-HERR Y PICKER ' 
GETA*! IFA»-'*THEN6I 138 

I FAB" - -THENPOKE 1 98 ,21 POKE 63 1 , 13IL0AD 
GOTTJ61 ISO 




Program Listing Part 3 



0 K-0 1 P0KE53272 , 29 1 5Y536B64 1 P0KE54296 .131 GOSUB60000 t CLR 1 L I -3 « SC -0 1 GOTO 

1 I F FNB ( B ) -63THE NRE TURN 

2 SYSK? 1 G0SUB26 I RETURN 

4 G • 762 • X "H * 1 1 S YSM3 1 S YSM 1 I GOSUB24 I GOSU8 1 0 ■ IFK>7THENX"0 1 G-862 » RE TURN 
6 G0T04 

1 8 I FFNC < C > ■9THENBOSUB 1 5 1 RE TURN 

1 1 J "FND <0 ) I IFFNA <B > ■ I THENGOSUB2 1 IG0SU84 181 RE TURN 

12 IFFNP ' B > "R THENPOKE J -Wi SC »5C -O I CH-CH* 1 I G0SUB32 I GOSUB28 • 00SUB488 1 8 • RE 

13 1FFNBCB) >67THENG0SUB2 I " G0SUB4 10 I RE TURN 

14 RETURN 

13 J"FNE (E > IRE TURN 
IB RETURN 

20 POKES 1 « 14 , 32 1 POKE 52 • 1 4 , 44 I POKE S3* 14 , 240 I POKES 1*14, 33 1 RETURN 
28 REM CLR - I2«CRD RED 

2 1 G0SU660 ■ PR I NT 'JSSBBBBBBBB1- TAB < 1 4 > " SCOOPS ' • L I -L 1 - 1 

22 POKES1*7,32IPOKES2*7,43IPOKES3»?,3IPOKES1*?.33 

23 POKES 1 • 14 ,32IPOKES2*|4 ,43IPOKES3» 14 , 4 1 POKES I » 1 4 , 33 « FORT-OTO2000 INEX 

24 POKES 1*7. 16' POKES? * 7 ,28 1 POK£S3*7 ,235 -PEEK <U > i POKES 1*7, I 7 i RETURN 
26 POKESI*7,1GIPOKES2*7.281POKES3»7,2S5-PEEK<U>1POKES1*7,I7IRETURN 

32 IFCH >BTHENLE "LE » 1 IGOSU8410 

33 RETURN 






34 P0KESIM4,3eiP0KESe*I4,44<P0KCS3*14.TT-S0IP0KESI*l4,33 

36 POKESI+7.32iPOKES2*7, 1 5 I POKES3*7 , TT-SD ' POKE 5 1*7, 33 ' RETURN 

68 S0-2B8iF0RYV-PEEK(V*T >TD190STEPIBIFORTT-225TO227 

61 POKEV*l .YY1GOGUB34 V- .• 

61 REM CLR ( /*~, 

62 POKE2040 , TT I NEXTTT , VY I PR INT"ii" 1 POKEV *2 1 , I I FORT-0TO20 < FDR TTap28TO£30 i POKE 2040 





140 

t 

• 1 -2© 






64 G06Ue34iSO-ieeiNEKTTT,T(RETURN ( £ 

188 V "33249 IS1"94S761 52 "54277 ' 53*54273 I FOR I "54272 T054296 I POKE I , 0 I NEXT ! POKE 34?36 

102 Ml -49 I52IM2-5815B1L-5632BIM3*5B IBB ■ LE ■ 1 I OEFFNA (ft > • (PEEK CU»3B<mND 1 J 
1B4 POKEV +2 I , HP0KEV*2e,l iPOKCV + 37, 18 ■ POKEV «3B , 6 ■ POKEV >39 . 1 I « POKEV , 40 1 POKEV • . 

w v — 

1 10 H-53279 IK -33279 >DEFFNft« « >- (PEEK<H >AN01 > I OEFFNA < B > • (PEEK < K >Af0| IH -33279 

115 HI-702IG-B62UJ-32IO- 186 ■ U-33249 ■ R-67 I K -V *3B I 0- ) 12 \^/ ^>*y^, 

I 16 K«V*38»0EFFNB(B>-PEEK ( J > IDEFFNC(C ) -PEEK ( V • 16 > 1 5C*B 1 — 

130 0EFFN0*D>-INT(PEEKCV>.'B>*INT(PEEK<U>X8>a4a*G 

133 OEFFNE (E > ■ I NT* PEEK ( V >>*8 > • INT < 255 » /B • INT (PEEK (U } SB > «40*G* 1 

4B0 POKEV * I - I 90 1 LE ■ I 

4 10 ONLEGOSUB900 . 1 100, 1200. 1300, 1400 .900 

500 SYSMI IGOSUB1BIG05UBI Ip-PEEK<LM IFP ( OANOPEEK ( J > -65THENG0SUB4 « GOTOSB0 

323 |FL I < ITHENG05UB49999IGOTOB 

350 GOTO500 

999 REM CLR -RED - 2*CR0 

9B0 PR INT " .J WJ I I POKEV .40 1 POKEV * 1 , 1 9 I ■ CH-0 1 FOP 1 -2B4 1 TO2047 I POKE I , 23 I I NEHT 

901 POKE2040.2IBIPOKEV+1 , IB6 I P0KE493 12 ,96 « G-862 

1B17 REM LRO GR3 LRD GRN LRD YEL 

1018 PRINT- D- |K B- y O □ 

IB 19 PEM GRN 

IB20 PR INT * || | • 

IB2 I REM REO GRN 

1B22 PR INT' M t f H |" 

1B24 PRINT* | - 

1823 REM BLU GRN BLU 

1826 PR INT "J 

1826 REM REO GRN RED 

1827 PRINT 

1827 REM YEL LRD TEL LRO GRN LRD GRN LRO BLU 

IB29 PRINT- 0~ O- 

1829 REM GRN 

1838 PRINT'H 

1031 REM RED GRN REO 

1832 PR INT "a 

IB33 REM LBL GRN 

1834 PRINT" 

1835 REM LBL BLU 
IB36 PR INT "U 

1037 REM REO tut REO !.»• I REO 

1036 PRINT"— — 



I 



I. 



y 



l ' 



■ iiiiiic 



O 3 

I " 




•I 





1039 REM LRO BLU LRO GRN LRO BLU LGN 

1040 print* o a ■ o-- iii 

1042 PRINT" | 

1843 REM RED GRN REO GRN 

1044 yi 

1045 REM LBL 

1046 PR INT "U - 
1B47 REM BLU 

1848 PR I NT " 9 

1849 REM REO BLU REO WMT RED BLU RED 14MT RED 

105B PUNT' PI IIIII IIIM ll a****** pMMig I •*••.*»***»*♦♦» 

1858 REM CYN PUR GRN BLU YEL I RED CYN PUR GRN BLU YEL NMT REO 

1851 print- kT^tic srnii^ mm ■.■^iiv -iGosuBaeoBe 

1833 POKEV +28 . 1 1 POKEV *2 I ,31 IP0KEV*2 ,2B ■ POKEV + 3 ,3B ■ POKE493B9 ,233 > POKE 495 13,231 

IB37 POKEV *4 ,58 I POKEV "3. 1 46 t PTJKEV • 16 , 6 I POKEV *6 , 1 I POKEV* 7, 96 / 

1839 POKEV+8, 188"P0KEV»9, 1 96 I POKEV *38 ,8 I RETUPN 

1839 REM CLR* 4aCR0 

I 188 PRIMT"JBJ" I 1 6ft •-■Ml' ' CH-0 :LE-c i G-862 

1 1B9 REM ORN 

1118 < :>♦•+-• «•*•« *■•• •♦>* 

1111 REM REO UMI REO L4HT RED 14HT REO falHT 

me c«-«i - m 9~m m- m m 

1112 REM CRU-BLU- 4aCRR 5aCRR 3 aCRR 3 aCRR 

1 1 13 d»- "ammm i i 1 1— m 1 1 in 1 1 hh 

MM REM MOM- 4aCR0 

I 1 15 PRINTft«(C*iB«ffl«iC«rB«;fl«:C«'B*»n«"0«»PRINT-MBj>Bi" 

1119 REM ORN SaCRO 3aCRD 

1 128 PR I NT TAB (4 > *3MMt* (PR INTTHB (31 > ' JBBBBBMMHI ' TAB (44 ) ■»■•*•> 

1149 REM MOM- 2iaCR0 

1158 PR[NT . aaaaaaaBaBaaaaaaaaaaa |. , 

I ISO REM CYN PUR GRN BLU YEL il 1 ' REO CYN PUR GRN BLU YEL UHT RED 

1131 PRINT- k EWVKkHIK a n n * • •$ iGOSUB* 

1 155 P0KEV*8. 18SiP0KEV»9, !92tP0KEV*21 , t 7 ■ POKEV ,29 I POKEV » I , 189 1 POKEV * 38 . B 

1 I6B POKE2B4B,2IBiPOKEV*2l ,223 < POKEV • 1 6 , 8 

1 165 POKEV* 12, 128 t POKEV* 13. IBB I POKEV* 14 , 2 1 3 ' POKEV* 15 , 1 50 ' POKEV »6 , 1 I POKEV* J 

1 178 P0KEV*2.2BBi POKEV *3, 144 I POKEV *4, 1 30 1 POKEV *3 ,93 I POKE493 12,234 

I 172 P0KE493B9,236iP0KE495I3,233tRETURN 

I 199 REM CLR 













1288 PR INT "J" i ICH"B1G"B63IPOKEV.2B>POKEV*1 .53 1 POKEV » IG , 8 
1209 REM BUN RED GRN CYN PUR GRN BLU VEL RED PUR GRN BLU YEL RED 
1216 PRINT6M - U'fc.M« fc# 3 a >■ » IC^BJI - 

I . ! I REM BUN GRN 

1212 PRiNT-a* hi i m 1 1 1 1 1 1 1 1 

1213 REM BUN LBL QR I GRN GR I 
1213 REM BUN RED GRN BUN 

if i e ■■>< '.t-\ i n m- 

leiT REM REO BUN RED BUN GRN 

ieie print- 

1226 print- i 
1224 rem bun red bun grn bun grn bun 

1883 PRINT' 



1229 REM GRN REO GRN 

1238 PR 1 NT" 
1235 PR 1 NT" 

1239 REM BUN GRN BHi GRN 
1246 PRINT'WIIIIIIII 

1244 REM BUN REO GRN BUN 

1245 PRINT" 
1249 REM GRN 
1258 PR I NT "II 

1234 REM BUN REO BUN GRN BUN GRN 

1255 PRINT" 




1239 REM BUN GRN GR 
12GB PRINT" 

I2B4 REM GRN REO GRN BUN RED 

1263 PRINT" 

1269 REM BUN CYN GRN BUN GRN 

1276 PRINT 
1274 REM BUN GRN 
1273 PRINT" 

1277 PRINT" 

1279 REM BUN RED BUN LBL BUN GRN BUN 
1296 PRINT 

1264 REM GRN 
1EB3 PR I NTH 

1 286 REM LBL 

1287 PRINT'U 

1289 REM BUN BLU BUN BLU BUN BLU BUN 
I29B PRINT" — llllllll I I II 

1291 G0SU848eee I POKEV *2 I ,2351 POKEV *2. 244 i POKEV *3. 182 I POKEV *4 ,BB i 

1292 POKEV *B. 223 i POKEV »9, I 99 I POKEV* I B ,238 • POKEV* 1 1 . 149 i POKEV « 12 . 

1293 POKEV * 14 ,781 POKEV* 13 ,266 • P0KE2848 ,2 I I 
1 293 POK EMM ,2431 POKE493 1 3 . 237 I POKE V * 38 , 8 1 RE TURN 
1299 REM CLR-RED 2»CRD 

1366 PRINT'JB — — — — — 

1314 REM BLU 

1315 PRINT'S 
I 3 19 REM CRD -UHT BLU 

1328 PRINT" 
1324 REM UHT GRN 
1323 PRINT' 

1329 REM BUN BLU GRN 

1338 PR INT ■ 
1334 REM BLU BUN PUR 

1333 PRINT" 

1339 REM BLU BUN PUR 

1348 PR INT ■ 

1344 REM MM PUR LBL BLU 
1343 PRINT" 

1349 REM PUR BLU BUN 
1 358 PR I NT ■ 

1334 REM BLU PUR BUN 
1355 PRINT" 
1339 REM BLU PUR LBL 
1366 PRINT" 
1364 REM BUN PUR LBL 
13B3 PRINT" - ■ 
1369 REM PUR UHT BUN 
1376 PRINT- 

1374 REM BLU PUR UHT BLU 

1375 PRINT' 
1379 REM LBL 
I 388 PRINT" [J- 
I3B4 REM CRD 
I3B5 PR I NT • I 
1363 REM B4-U LBL BLU 

1366 PRINT-a*4*«*4*ai I I I II I I I M I II 

1388 REM LBL 

1389 PR INT'0 ,J -* JJJJJJJJ ^ JJJJJ - /JJ,JJ ''^ jjjjjJJJJJJJJJJ " I 
I3BS REM CYN PUR GRN REO GRN BLU YEL RED CYN PUR GRN BLU REO 
1396 PRINT" kTBUBE * II S 9 kStHm* 1 8E 

1391 POKEV *21 ,2S5iPOKEV,2BiP0KEV*l . 1 B6 I P0KE264B ,2 16 ■ POKEV • 16,6 

1392 POKEV*2,25BiPOKEV*3,98IPOKEV*4, 1 38 1 POKEV *3 , I 38 i POKEV *6 , 181 

1393 POKEV«B.7BiPC*EV»9.3eiPOKE493e9.243iPOKE49313,237iP0KEV*3e 

1399 REM CLR- 2«CRO 




•4 


Ga 


m 


e 




II I I I I I I I I I* <s 











i4BB pRiMT-jBi - ' iG-eeztcM-e 

1404 REM PUR BLU RED BtCRO- 2»CRL-PUR 

1403 R«-' 

I40G REM PUR 

1407 T*« "9 • 

1488 REM GRN CRO-CRL CRO-CRL CRO-CRL CRD-CRL CRD-CRL CRD 

1489 REM CRD-CRL CRO-CRL CRD-CRL CRD-CRL CRO-CRL -LBL *^ 

1410 u*" "Hi mi an m m\ m< m\ m\ m\ m\ mi m\ .w mu 

1438 PRlNTT«iPRINTTftB< 1 9 >S« I PR INTTflB < 1 9 >S*« PR I NTTftB < I 9 >S« t PR INTTftB < 19 >S* 
1434 REM 2tCR0 HOM- 3«CRO 

1433 PR 1 NTTAB < 1 9 >S8 I PR INT *99"R* I PR INT 'IHII' 1 PR I NTTAB ( lB>5*ij 
1436 REM HOM- 2«CRD 

1457 PR I NTTAB < 12 >S«i PR I NTTAB <3 >S*« PR I NT "999" I PR INTTAB < I3>U» 
I4G4 REM MOM- 2*CP0 

1483 PR INT "999" I PR I NTTAB < 26 >U8 I POKEV *2 1 ,833 I POKEV , 28 ' POKEV* I > I 
147B POKEV *2, 232 IP0KEV*3,3BIP0KEV*4, 78 i POKEV *3, 88 I POKE V*6. 8 < POKEV *7, IBB 
1473 POKEV*16,8iPOKEV*8,98iP0KEV*9, 138 ■ POKEV » IB ,288 ' POKEV • I 1,111 
14B3 P0KEV*l2,6BiP0KEV*l3, 1 70 IPOKEV * 14 , 1 00 ■ POKEV* 13 , 192 

1490 FORI-204ITO2047IPOKEI , 243 ■ NEXT 

1496 P0KE49389,247tPOKE493l3,243iPOKE49312,234iP0KEV*3B.B» 

1497 REM 5»CRD 

1499 PRINT"99999" i GOSUB40B00 ■ RETURN 
REM OR 2 LGN LBL OR 3 

PRINTTAB(3>-»C-TABC 15>"9LI "TAB(2B>"U,E"TAB<26> 
REM MOM- 22*CR0 
4BBI0 PRINT-HMMBMaaaMaaaBBMHaMi-' IFSC>HITHENHI-6C 
40011 PR I NTTftB (6 > I SCI TAB ( 1 7 ) I L 1 1 TftB <22 > I LE I TAB < 28 > I H I 
41111 RETURN 

49998 REM CLR 

49999 PRINT"J'1P0KEV*2I ,8 
5B818 G8-- GftME OVER" 
30814 REM HOM- 6*CR0 

30013 F0RT-BT014iPRINT"9999999"l I FORTT-0TO9 ■ PR INTGSI P0KE646 , I NT < RND < 1 >«13> 
30B28 GOSUB3803B I NEXTTT , T I 80SUB6 1 0B0 1 RE TURN 

50B3B POKESI*7,32IPOKE62*7,13iPOKES3+7,TTtPOKESI*7,33iRETURN 
39999 REM CLR -CRD -RED 

60000 POKE5326fl,BiPOKE332B I ,0 I PR I NT -J9F* » 
6BB14 REM BLU RED 

60013 PRINT" Bill I I I I I I III III I 

680 19 REM BLU RED BLU RED BLU RED 
6BB20 PR INT" J 19*** • • ♦*** ***a I 

60023 PRINT" • • * * * * * 

60029 REM BLU RED BLU RED BLU RED BLU RED BLU RED 

6803B print- * «aiia»«an a*a i im *a i is* *a 1 1 m* • •> 

68B33 PRINT- • ••** *«• ♦#♦ ♦** • "J 

6B839 REM GRN RED GRN RED BLU RED BLU GRN RED GRN RED 
60040 PRINT- • Mt-^B* «9\-> W Ml » Ml UK 

60844 REM BLU REO BLU RED 

G8B43 PRINT" MINI* • *9 I I I 9* * ** ♦ • "I 

68849 REM GRN REO 

60838 PRINT" B^Mfr** • • **** • • • • ♦ 

60834 REM GRN REO 

68833 PRINT" •% -\ ■* 

68839 REM BLU REO 

68868 PRINT- ■ I 1 1 I I I I I II M I I I I I I I I I I I I I I I I !■» 
68863 PRINT- 44 MM t M 4 * 

68869 REM BLU RED 

68878 PRINT- .J III III I I MM III 
P4 REM BLU REO BLU REO BLU REO 

PRINT* • ***3 l »•** 9 !**•• * * •*** 

68879 REM BLU REO 
PRINT* • • • • * • aiv ♦ * 

REM BLU REO BLU REO BLU REO BLU REO 

print- **aiia* * * »J* *JI : 

68889 REM BLU REO 

68898 PRINT* • •** * • «*J IS *** *4 

68894 REM BLU REO BLU REO 

6BB93 PRINT* * • • * • *J 19 • • 

68899 REM BLU RED BLU RED BLU REO BLU REO BLU RED 

68188 PRINT- ft* 919*911 49 I I I 9* • *J 1119 
68183 PRINT- • • •♦* *** • • •*** • **•* 

68189 REM GRN 

68118 PRINT" A 9- \^ -»->->-< n t^-tt 

681 18 REM RED BLU 

68 1 I 1 PRINT" 911 I I I I I I I I I I I I I I I I I I I I I I I I I I I ■ I I I I I I I 

68 1 14 REM REO 

68113 PRINT-9 

68124 REM HOM PUR BLU VEL CYN GRN BLU UHT PUR YEL BLU 

68123 PRINT'S -IX«I",S ■^lUT'l'' USE 93BF9E9" ' H I 

68288 GETOSI IFO«" " "THENG0280 

6823B IF08-- "THENRETURN 

68299 GOTO60200 

6 1 000 I FSC < H I THENRETURN 

61004 REM CLR- 34CR0-RED 

61003 PR IMT- J9999H PLEASE STATE YOUR NAME " 

61889 REM BLU YEL 

61818 INPUT-9>a-'XS 

61828 RETURN 
READY. 



VIZ ASTAR 64 

THE INFORMATION PROCESSOR 

■ Spreadsheet ■ Database ■ Graphics 



■ Extract from your information files 
and include them into the worksheet 
for fast, powerful calculations and 
easy reporting. 

■ Instant, on-screen design of your 
information records. 



■ One word menu lines for easy 
selection of facilities. 

■ The high resolution grid pattern 
frames the worksheet giving an 
easy-toread display. 



■ A 1000 Row by 64 Column wide 
worksheet with large memory 
capacity and efficient usage. 

■ Extensive use of 'Windows' allows 
you to view one part of the 
worksheet while working on 
anoiher. 



■ Add or remove items from your 
records without having to re- 
construct your existing information 
records. 

■ Records up lo 1.000 characters 
long with each item up to 250 
characters. 



Advanced spreadsheet features 
include individually variable column 
widths, protected cells, a pro- 
gramming facility plus a wide range 
of maths functions. 



■ Supports virtually any printer 
-CBM. EPSON, JUKI. BROTHER. 
OLIVETTI and many others. 

■ Parallel pnnters require ONLY a 
low -cost cable. 



■ Include information directly into 
the Worksheet from VizaWrite and 
almost any other system. 

■ Simultaneous display of work- 
sheet and line or bar graphs. 



■ Worksheet manipulation lets you 
Search, Sort. Copy, Move. Delete 
and Insert by row, column or a 
range. 

■ Text editing facilities for letters, 
invoices, report headings etc. 



VizaStai integrates three important electronic 
aids to your business or home office. 
A fast and easy-to-use package - VizaStar is a 
comprehensive information processor that 
includes an electronic worksheet, information 
filing system and simultaneous on-screen 
graphics. 

VizaStar has been designed to incorporate 
the very latest in user-friendliness - so now you 
can handle your all-important information in 
many new ways and in a quick and effective 
manner. 

The information filing capabilities 
of VizaStar enable you to store 
your information onto disk in 




an ordered and instantly retrievable form. This 
means that you can quickly pick out individual 
or entire groups of related information to 
create lists, statements, labels or reports. 

VizaStar is the ONLY program of its kind on 
the Commodore 64. Completely consistent 
with the VizaWrite word processor, VizaStar 
provides a totally comprehensive office 
system. 

VizaStar costs just £99.95 (incl. VAT) 
from your computer dealer and 
selected stores. Please write for 
more details and the name and 
address of your nearest 
dealer. 



-SOFTWARE 



VIZA SOFTWARE, 9 MANSION ROW, 
BROMPTON, GILLINGHAM, KENT ME2 5SE 
TEL: MEDWAY (0634) 813780 

Dealer enquiries welcome. 




MOST BASIC GAMES LACK 
one vital commodity — speed. 
This means that the majority of 
BASIC arcade type games are 
slow and boring when 
implemented, and thus 
become unpopular. Machine 
code (including those routines 
given in the first two parts of 
this series) helps to speed 
things up, £ut BASIC running 
time is still the main limiting 
factor. To remedy this, part 
three concentrates on speed 
increases in this domain. 

Some speed increases are 
obvious (e.g. removing spaces 
and putting several statements 
onto each line), but others 
need greater investigation. It is 
always a good idea to put the 
main routine (the section that is 
used constantly when the game 
is in progress) near to the start 
of the program. Not only does 
this mean that GOTO line 
numbers will be shorter, but 
exeucution time issaved. This is 
because each line in Com- 
modore BASIC is found by 
tracing along from the start of 
the program, so the nearer it is 
to the start, the quicker it is 
found. 

Style and logical layout are 
also important. If you put all 
eventualities in the main 
routine, the game will be very 
slow. It is best to strip the main 
routine to the bone, leaving 
only a PRINT, GET, GOTO and 
a few IF/THENs (with a few SYSs 
if machine code is to be used). 
To cope with the other needs 
of the game, simply GOTO or 
GOSUB separate routines. For 
instance, to test key presses, 
you only need a GET statement 
and an IF condition. This can 
decide if any key at all has been 
pressed, and if this is so, a 
separate routine can handle 
the combinations of presses 
(quick tip here: POKE 650,128 
gives repeat for all keys, and 



normal 
650,64 



POKE 650,0 gives 
repeat, while POKE 
stops all repeating). 

It is sensible to put all 
routines in order of frequency 
of use so that those needed 
most often can be accessed in 



Listing 



less time. Thus, a key respond 
will be first in most cases, while 
a lose life routine would 
probably be last. 

Usage of certain functions 
should be kept to a minimum. 
For example, the easy way to 




POKEV+21/0 



1 REM##*##**#**##### 

2 REM*3C0RE ROUTINE* 

3 REM* BV * 

4 REM* DflVIB REES * 

5 REM*************** 
4000 FORN=0TO9 : GETfl* NEXT 
400* REM*CCLR HOME ] 
40 1 0 P0KE56325 , 50 - PR I NT " rj" 
4020 IFS<9»=STHEH4200 

4030 PPINT"Y0U RPE IN THE TOP TEN SCORES 

4039 REM*CDt:iWN*23 

4040 PRINr'SfeFLEftSE ENTER YOUR NAME : " 
4050 INPUTNS 

4060 NI=LEFTKN$, 14> 
4070 N«8 

4080 F0RN=0T09 1 1 FS>S < N ) THEN4 1 00 
4090 NEXT 

4100 F0RM=9T0NSTEP-1 

4110 N$<M+1 >=N*<M> : S<M+1 >=S<M> ■ NEXT 
4120 S<N>«=S:N$<N)=N$ 

4199 REM*CCLR HOME ] 

4200 PRINT'TT; 

4209 REM*CRVS ON] CL. BLUE] 

42 10 PR I NTSPC < 1 5 > " SORSTERQ I DS " 

4219 REM* C PURPLE JC DOWN J 

4220 PRIHTSPC<16>"*SC0RESW" 

4229 REM* C WHITE] 

4230 PRINT" ai "N$<@> 

4239 REM* C UP ] C DOWN ] [ GREEN ] 

4240 PR I NT " rr TAB < 29 ) ; S < 0 > " NH" 
4250 F0RN=1T0S< 

4260 PRINTN+l;N*<N> 

4269 REM* C UP 3 C DOWN 3 

4270 PR I NT " T TAB < 20 > ; S < N > " W 
4280 NEXT 

4289 REM*CRVS ON] CL. BLUE] 

4290 PRINT" atPRESS ANY KEY 
4300 GETfl* : IFfl$=" "THEN4300 
4399 REM* (XL R HOME] 



TO CONTINUE" 



update the screen figures is to 
PRINT them with each routine 
cycle. 

However, score and most 
certainly lives lost does not 
need this rapid update. It is 
more appropriate to print out 
each set of figures only when 
they change, thus saving time. 

Instructions 

Hopefully, your own ingenuity 
and the information provided 
in these articles has lead 
you to create a fast, interesting 
game. However, many people 
falter at the next, final step. 
A game is only fun if it is easy 
to use and has some extra in- 
centives attached, but many 
programmers miss this point 
in the rush for their family's 
and friends' acclaim. 

One of the most important 
extras is the instructions. 
Essentials, such as which key to 
press, should be included but a 
friendly, well set out intro- 
duction adds polish to the 
game. Options at the end of the 
game should not be ignored. If 
somebody wants to have 
another game, he should be 
allowed to do so easily, by 
following clearly set out 
instructions, rather than by 
RUNning the program again. 

Finally, a player always likes 
to seem important, no matter 
how well he or she did. The 
best way to accomplish this 
is to use a score table. Listing 
1 gives a score program for the 
Commodore, and allowances 
have been made so it can be 
easily integrated into a games 
program. Colour produced by 
the program is not shown in the 
screen dump, but it is still a 
powerful tool. Colour can be 
used for highlighting, and can 
easily make the game title and 
top score outstanding. 




your view the game of 1985 
how do you convert your 
hobby into an arguably 
lucrative profession? In 
of an answer, Alison Hji 
spoke to some of the leading 




SO YOU'VE 
WRITTEN A 



IT'S CERTAINLY TOUGH AT THE TOP. 
All the software houses I spoke to will 
look at any game submitted to them, but 
the standard is very high. "Everything sent 
to us gets looked at", insists Jeremy Cooke 
of Virgin Games. But, "The new market 
requires a high standard. It's increasingly 
difficult to find good stuff." Virgin accept 
approximately 5% of the games submitted 
to them; this is about average. A'n'F, for 
example, receive about 1 50 to 200 games a 
year of which around 4% are accepted. 
Other are less generous: Anirog accept 
about one game a year. How, then, do you 
qualify? 

First steps 

The software house moguls disagree on 
the form in which they wish to receive, 
your game initially. Jeffrey Heath of 
Activision believes that the idea behind 
the game rather than its actual content is 
paramount. Activision would then pass it 
on to their European designers and, if the 
idea is approved, the programmer would 
be invited to discuss it further. Other 
companies, such as Quicksilva, would 
prefer to see the completed game. 

However, most like to see a 
demonstration version. Roger Gamon of 
Anirog thinks it is necessary to see some 
concrete evidence of the game so his 
software experts can 'see all potential 
aspects of the game'. 

Selection procedures 

All the software houses I spoke to have 
different selection procedures. They vary 
from one resident software expert 
employed solely for the purpose of 
assessing submitted games to a team of 
reviewers. To quote Sandy Marchant of 
Bubble Bus, "A review body of 4 or 5 
decides if the idea needs to be pursued". 

If your game is given the 'thumbs 
down', it will be returned (but there's 
always another plan of attack - read 




on). And don't raise your hopes too high 
even if you are given the initial stamp of 
approval. Mike Fitzgerald of A'n'F says 
that 30 or 40 of the games produced by 
them are never finalised. However, if the 
contract is withdrawn, they return the 
copyright to the programmer. 

Very few games are published in their 
initial state. "We would accept very few 
games as presented", says Mike 
Fitzgerald. All software companies have 
teams of experts who enhance graphics 
and sound, for example. Mike Fitzgerald 
reckons that 4 to 6 weeks usually pass from 
the time of receiving a game to the time 
it's marketed. 

What's in a game 

Originality scores top marks, Jeremy 
Cooke says, "To some extent, there are 
still too many people sending in a straight 
rip off. It's like the music business where 
people copy a Paul McCartney song and 
then wonder why they're not successful." 
Like all software houses, Virgin are very 
anxious to hear from programmers with 

novel ideas. 

But a few borrowed routines may be 
acceptable — as long as this isn't carried to 
excess. Mike Fitzgerald told me: "If 
somebody actually disembowelled Jet Set 
Willy, I'd turn it down. But, for example, 
in Krazy Kong, there is a routine with 
things rolling down a girder. Now, if 



GAME 

somebody used the same routine in a 
game submitted, I wouldn't turn it down 
because of this." 

Original ideas are hard to come by. 
"We haven't had any really good original 
ideas sent in." said Roger Gamon. So, 
what else helps sell your game to the 
'powers-that-be'? 

Addiction is also very important. It is 
described by Jeremy Cooke as, "That 
magic quality whereby it's easy to start a 
game but difficult to keep going" or, 
simply, as 'payability', by Sandy Marchant 
of Bubble Bus. 

Games written in BASIC are generally 
unpopular. Roger Gamon believes that 
some games (although strategy games 
rather than arcade games) 'can be written 
quite well in BASIC' but others believe, 
that games written in BASIC are given a 
bad press. "The punters tear it apart — 
they don't like it", says Jeremy Cooke. 
Mark Eyles of Quicksilva was the most 
outspoken in his condemnation of BASIC 
games: "I can't think of any program 
written in BASIC good enough to publish; 
it would need to be in machine code". 
The initial impact of the game is 





Feature 




COMMOOORf 



GUMSHOE 




obviously important and, therefore, the 
sound and graphics should be of a high 
standard. But, as Mark Eyles pointed out, 
anybody submitting a game to a software 
house is assumed to be of a high technical 
standard — and software houses employ 
teams of people to enhance sound and 
graphics. 

But, technical ability and creativity 
don't always go hand in hand — "Often 
good programmers aren't always the 
people with good ideas", says Jeremy 
Cooke. An exceptional programmer will 
be welcomed and encouraged as would 
an excellent game. "If the game is 
technically very good — say, an amazing 
version of hangman — although we're not 
interested in the game, we might use the 
programmer for conversion work or feeci 
him with ideas". 

Money, money, money... 

So, your game — or your potential as a 
programming genius — has been 
accepted. What are your rewards? It's a 
myth that, once you're regarded 
favourably by one of the top software 
houses, you're on a quick road to fame 
and fortune. "A programmer's earning 



capacity has been exagerrated", says 
Roger Camon. Having written a 
successful program, a programmer can 
earn as much as £1-2,000 a month but 
success soon wanes: the life of a program 
is now very short — about 2-3 months. 
Some programmers can earn £10-20,000 a 
year whereas others will earn a mere one 
or two hundred for one game which has 
gained minimal success. 

Most companies encourage their 
programmers to accept royalties but, in 
some circumstances, the programmer can 
receive a straight fee. Royalties present 
more of a risk. Mark Eyles says, "If the 
game does well, we both do well," — and, 
of course, vice versa! But royalties do 
offer higher potential earnings. Roger 
Gamon stated the example where one 
programmer, who would have received 
an outright fee of £1,500, earned £11,000 
in commission. 

Most companies are also quite 
prepared to offer their programmers 
advanced royalties — to assist in the 
purchase of equipment crucial to the 
development of their next master- 
piece, for example. 

Other assistance 

It is not only to your financial advantage to 
be found and nurtured by one of the 
leading software houses. As Mark Eyles 
told me, "With the market as it is now, if a 
programmer is capable of producing a top 
selling game, we will keep with him. With 
the life of games being not as long as they 
once were, programmers need to keep 
churning out hits. A lot of programmers 
produce one amazing game. When we 
find a good programmer, we encourage 
them to do a follow-up straight away — to 
keep on working". Their service to their 
programmers includes regular contact 
through newsletters. They also provide 
them with equipment, as do most 
software houses. Their new programmers 
will also have a wealth of advice and 
technical expertise at hand. 

The software houses are always on the 
look out for new blood. Anirog, for 
example, advertise for new programmers. 




• Sound & Graphics 

• Technical ability 



impact ana documentation are very important. 
-A low boredom rating on a game means better value 
for money. 

— BASIC isn't strictly taboo but Machine Code is more 

efficient and professional. 
—Such details grab the software expert's attention. 
— Maybe you haven't got an original idea in your head 
- but the software houses are always on the look out 
for technical expertise. 







"We are definitely on the look out for 
new programmers," says Roger Gamon. 
Their programming requirements exceed 
the availability. This said, it is very difficult 
to find programmers of the calibre 
required and many resort toother means. 
Says Jeffrey Heath, "Because we have 
such a superb supply of products from our 
parent company, the standards needs to 
be exceptionally high." 

Final note 

However, don't be disillusioned by the 
seemingly impossible odds you face 
should you decide to submit your game to 
one of the software houses. Just bear in 
mind a few important facts. First of all, 
choose your potential publisher with 
care. If your game is a fast, addictive 
arcade type game opt for a software 
company which trades in that sort of 
software, such as Anirog. If adventure is 
your forte, then Level 9 are likely to take 
more interest in it than, say Virgin Games. 
Secondly, remember that the software 
houses receive a very large input of games 
and so those with instant appeal are likely 
to grab their attention. Make sure your 
game is well presented and the 
documentation is clear and accurate. As 
we've learnt from experience, there's 
nothing worse than receiving a game with 
a sound and interesting idea when, due to 
minimal documentation, we can't 
decipher how the hell to play it! 

Magazines 

OK, so maybe the produce of your labour 
isn't a totally original game of Manic 
Miner standards. But it's good. Why 
should it only be reserved for the eyes of 
your nearest and dearest? Games players 
everywhere should bear witness to your 
semi-genius. All is not lost. Your deserved 
acclaim can yet exceed a look of 
admiration from little brother or a pat on 
the head from Aunt Alice. There's a 
wealth of computer magazines strewn 
across the shelves of your local 
newsagents (although only one of any 
note, I hasten to add!). » 

Magazines look for the same basic 
qualities in a submitted game as the 
software houses — originality, technical 
ability, good presentation and 
documentation (and a £10 note — Ed.). 
You should also take into consideration 
that we haven't a supply of technical 
experts on call to add amendments to 
your sound and graphics. So, it is probably 
more important that your game is totally 
bug free and does exactly what it says it 
does. The documentation should also be 
very clear and accurate as our readers 
who have to type in the game may not be 
as technically adept as you are — and we 
will be inundated with phone calls if they 
can't get the game to work I 



E 



T BE SCARED. IT'SH 




1^^- - ■ -■ — 



Out now on Epyx 
from CBS Computer Software. 

IMPOSSIBLE MISSION 

PIT STOP 

&REAKDANCE 

TEMPLE OF APSHAI 

SIUCON WARRIOR 

jUMPMAN 

DRAGONRIDEPS OF PERN 

LUNAR OUTPOST 
They make everything else 
look just plain soft 



I OT DIFFICULT. IT'S JUST. . . 




DESTINATION : UNDERGROUND CONTROL CENTRE OF SCIENTIST ELVIN. 
^itimHto ePfimoESIRONGHOLD AND SEARCH ALL ROOMS. 



Also available from CBS Computer Software - 

possibly the best fun and games you can poke at your Commodore 64, 

SEAHORSE HIDE 'N SEEK • DUCKS AHOY! ■ WEBSTER; THE WORD GAME 
MOVIE MUSICAL MADNESS • SUCCESS WITH MATHS/M UUIPUCATION AND 
DIVISION /ADDITION AND SUBTRACTION 



CBS 



ELECTRONICS 

SOFTW 

FOR COMMOO 



Available from all god software outlets. Authorised dealers order from; 
The Software Sates Service. Tel: 01-636 6433/4. CBS Computer Software, Ashbrook House, 3-5 Rathbone Place, London W1. 



Why tear your hair 
out for hours over 
some newspaper's 
infernal crossword 
when you can create 
your own with the aid 
of your 64? Garry 
Marshall shows you 



A CROSSWORD IS A NAT- 
ural arena for developing and 
using techniques for handling 
strings and arrays. The 
computer can be made to 
display the skeleton for a 
crossword, to accept entries for 
it, and even to verify and 
display these entries. By writing 
a program to do these things, 
we can create an 'interactive 
crossword', which can do a 
great deal more than a 
crossword that is merely 
printed in a newspaper. 
Besides verifying entries, it 
could even be made to fill in an 
entry if the person tackling the 
crossword were genuinely 
stuck. 

For this month's program- 
ming project, we shall look at 
how the numbering plan for a 
crossword can be computed 
from its skeleton, and how the 
length of the solution to each 
clue can be found. We shall 
then go on to construct a basic 
interactive crossword that 
verifies the solver's attempt at 
the answer to any clue. The 
programs that are presented 
for these activities should 
provide a firm basis for the 
creation of a truly interactive 
crossword that is much more 
user friendly than a conven- 
tional one. In creating this, we 
can demonstrate that the 
computer is a much more 
advanced medium for 
supporting a crossword than 
the commonly used medium of 
paper. 



PROGRAMMING 




PROJECTS 




contained in the programs 
presented later on. The 
skeleton of the crossword is 
shown in Figure 2. Obviously, it 
consists only of black and white 
squares, which makes the 
problem of displaying it quite 
simple. In fact, we shall 
represent it with a surround of 
dark squares, as shown in 
Figure 3. By doing this, we can 
treat the squares at the edge of 
the crossword itself in the same 
way as all the others during 
computations on them. It also 
makes the display of the 
crossword on the screen more 
effective. 

The crossword can be 
represented in the computer 
by using a two-dimensional 
array of string variables. Each 
elemenfof the array can 'cover' 
a single square of the 
crossword, by containing the 
letter that should be placed in 
that square when the 
crossword is filled in, or some 
other character to represent a 
black square (we shall use a 
space character for this 
purpose). 

We shall use an array named 
CROSS$ to store the crossword. 
As our crossword has 6 rows 
and 6 columns, we shall give 
CROSSS dimensions of 7 by 7, 
and then rows 0 and 7, and 
columns Oand 7 can be used to 
hold the border. We can now 
represent the crossword itself 
by: 



E 



Representing and 
displaying a crossword 

A small crossword is shown, 
together with its clues in Figure 
1. The solution to this is 



10 Din c*;oss»<r,r>.N(6,6) 

20 FOR J*l TO 6- FOR K=l TO S 

30 READ CR0SSJa,K> 

46 NEXT K NEXT J 

50 DATA "fl"," m j*l\ w t m t m " 

60 DATA ■B"» B ft B »"S"*"I"/"C"*" " 

70 data 'S-i-S - *" ".-trro-'.-r- 

88 DATA " -,"C",- ".?H*.T 
90 DATA "E»,-I-, n T-," V"A"-"ir 
100 DATA "T-.-IV ■VA*,"l"."E:" 



Figure 1. Crossword with clues and solution 



'A 


III 
mm 

5 A 


2 | 


3 T 


mm 

mm 
mm 


1111 


'B 


s 


I 


c 




's 


S 


Hi 

.-.-.v.-.w 




0 


T 




C 


:■:•:■:•:•>:■:- 

•••Wm'.W 

:¥:¥SSS 


■ 
mm 




1 


"B 


I 


T 


ill 

■•■•■•■•■•■v. 


"A 


M 


*T 


I 




14 A 


L 


E 



Clues 
ACROSS 

2. 1982 was the year for this 

4. Simple language 

7. Bends or Nazis 

8. For inventing logic 

10. Half a minute? No a third 

11. A little information 

12. Morning in Cambridge 

13. Reliable chip maker 

14. Real, but not variable 

DOWN 

1. Nothing negative about this function 

2. To be the third person 

3. Can there be metal in it 

5. A code, as I see with one eye 

6. Not Basic, not Pascal, but both 

9. What you need to do crosswords 
11. You can soon buy some of this 



Programming 



The border can be added by: 



110 FOF L=0 TO 7 
120 CROSSJ<0<1_> = " 

136 cfto$s*a.e>«" 

140 NEXT L 



CR0$3«<?M_>=" 
CR0SS*<L,7>»- 



After this the crossword can be 
displayed by a simple 
procedure which we shall 
package as a subroutine 
starting with the line number 
1000. It will display the 
crossword in the opposite style 
to that in which it appears on 
paper, with the squares that are 
black on paper appearing light 
on the screen. After adding the 
calling instruction 
150 GOSUB 1000 
the display subroutine is 
written as: 





llli 
w 






ill 

; : : : : : : : : : : : : :-: : 


.v.v.v.v 


















n 

mm 








III 




111 


:•:•:•:•:-:-:':- 
■:-:•:•:•:■:•:•: 
■:•:•:■:■:■:■:■: 

mm 












mm 

:-:•:•:•:•:•:•:■ 










mm 










Figure 2. The crossword skeleton 



Figure 3 Crossword with surround 



150 GOSUS 1980 
160 EHD 

410 IF CR0SS»"F;0W,C0L>O- 
1006 PRINT "MMW 
1910 FOR J«0 TO 7 FOR k-0 TO 7 
1020 IF CR0S8*<J«K>«" ' THEM PRINT CHRttltt/ 
103O PRINT " 

1040 NEXT K PRINT- NEXT J 
1050 RETUPC 



THEN PRItir CH»<U6>. 00TG 440 



00T0 1040 



This is fine if we want to 
display the crossword, but a 
crossword puzzle solver wants 
to see the skeleton so that it can 
be filled in. However, our 
display subroutine can be 
adapted to give only the 
skeleton by changing line 1030 
to: 

1030 PRINT " "; 
so that it prints a space rather 
than any letter forming part of a 
solution. Again, the crossword 
skeleton will appear on the 
screen with the reverse of its 
appearance on paper. 

Finding the numbering 
plan 

The numbering plan for a 
crossword is the set of numbers 
that is added to it to identify the 
positions in which the solutions 
of the clues are to be written. 
The solution to 5 across, for 
example, starts in the square 
numbered 5 and goes across, or 
horizontally, from there, while 
the solution to 7 down starts in 
the square numbered 7 and is 
written downwards from there. 

The numbering plan can be 
determined automatically from 
the skeleton. This is done by 
examining each square in turn. 



row by row, starting at the top 
left and finishing at the bottom 
right. The numbers are 
associated only with blank 
squares, so the others may be 
ignored during this process. 
When each blank is examined, 
a code-is assigned to it in a way 
that reflects its four 
neighbouring squares to the 
north, east, south and west. All 
the possible configurations for 
the squares surrounding a 
blank square are shown in 
Figure 4. The code is 
determined by counting 1 for a 
black square to the north, 2 for 
one to the east, 4 for one to the 
south, and 8 for one to the 
west. The codes are also shown 
on Figure 4. A little thought will 
show that solutions can only 
begin in a square having one of 
the codes 1,3,8,9,11,12 and 13. 

But the codes give more 
information than just where a 
solution begins. They also show 
whether the word goes across 
or down, or even if a square can 
have answers going both across 
and down starting from it. By 
referring to Figure 4 again, we 
can see that words starting in a 
square with the code 8,12 or 13 
go across, and those starting in 
a square coded as 1,3 or 11 go 
down. If a square has the code 9 



then there will be words going 
across and down from it. 

Using this information, we 
can find the numbering plan 
and print it on the skeleton 
with the following program, 
which computes the numbers 
and stores them in an array 
named N. This section of 
program starts at line 150, 
overwriting the call to the 
display subroutine, which is 
not needed again as this 
section of program contains its 
own display routine. After 
adding the dimensions for the 
array N to line 10 with: 

10 DIM CROSS$(7,7),N(6,6) 
the addition to the program is: 



Note that when the 
skeleton is printed complete 
with numbers, any number 
from 10 upwards is truncated so 
that only its least significant 
digit is displayed. This is for the 
very good reason that only one 
character can be displayed in 
one character position! But 
despite the fact that only the 
last digit of the number is 
displayed the number is 
computed in full. Toprovethis, 
we can print a list of the 
numbers and directions for all 
the clues in the crossword by 
adding the lines 
222 IF T=1 OR T=3 OR T=11 OR 
T=9 THEN PRINT N; "DOWN" 
224 I F T=8 OR T=1 2 OR T=1 3 OR 
T=9THEN PRINT N;"ACROSS" 



10 DIN CR0SS»(7,7).H<6,6> 
20 FOP J-l TO 6 FOR K»l TO 6 
30 READ CROSSIvJ.M 
40 NEXT K NEXT J 
50 DATA 



70 DATA 
88 DATA 
90 DATA 
180 DATR 
110 FOR L"0 TO " 
120 CROSSK0.L)-' 
13C CROSS! (L.0)"" 
140 NEXT I 
158 N-l 







•S-.'A'.-S" 


,"1".-C"," - 



















CRQSSI<7.L>' 
CR0SS»tL.7>« 



TO 6 



FOR COL-1 TO 6 
THEN 240 



THEH T-T»l 
THEN T-T»2 
THEH T*T»4 
THEN T-T*S 



160 FOR RQM-1 
170 IF CR0SS«R0H,C0L>"- 
160 T-0 

190 IF CROSS! <R0U- 1. COO 
200 IF CROSS* '.F0M. COL* 1' 
210 IF CP0S&»(RQN*l,Ca> 
220 IF CROSS* v ROW , COL- 1> 

230 IF T-10R T-3QR T-fi0R T-90R T-tlOF T-120R TM3 THEH H<R0H,C0L/-N 
240 NEXT COL 
250 NEXT ROM 

260 FOP ROM-0 TO 7 FOR COL=0 TO ? 

270 IF CROSSliR0U-COL-=" " THEH FRIHT CHRIU6-i'. GOTO 
280 IF N(ROM.COU<>0 THEN PRINT RIGHT(<.STRIvH«R0H.C0L>>. 1), 0OT0 300 
290 PRINT " 

300 NEXT COL PRINT NEXT ROM 
READY. 




The length of each solution 
can be computed and added to 
the list of clues by amending 
the two lines just given so that 
they each call a subroutinne, 
and then adding the sub- 
routines themselves. The 
amendments and additions 
are: 




segments, we can arrive at the 
following: 



ZZl IT T*iOft T*30R T»11UR T*9 THEH PftlHT Hi' BOW". 

224 if T-eoR TM20R r-i:a T -^ then print m." across* 



&OSUB 
i GOSUB 



,'yu 
800 



310 EttB 

600 W=l X«GX 
810 *=X*1 

S2Q IF CROSSttRGU/: .. 
530 PRMT "<"i W, ■>■. 
340 RETURN 
300 ti-l V-ROM 
910 V-V-l 

928 :r CR0SSf<Y«C0L>O* 
330 Pf.IHT W, 
;-40 RETUPil 



THEH K*MH ■ GOTO 310 



THEH H-N» I GOTO 910 



E 



Interactive display of 
word 

Our interactive crossword can 
now be programmed fairly 
simply to accept an attempt at a 
solution and to find whether it 
is correct or not by comparing 
it with the answer that it already 
holds. This is the point at which 
it really starts to become 
interactive. 

To enter a potential 
solution to a clue, we could 
expect the user to provide us 
with three things: the number 
of the clue, whether it goes 
across or down, and the 
attempt itself. From the 
number we can find the 
starting position of the word in 
CROSSS by searching the array 
N to find the position occupied 
by the number. We can then 
find the code associated with 
the startinng position to 
confirm that the code does 
indeed go across or down, so 
verifying the second item 
entered by the user. Finally, 
since we know how to find the 
length of the word starting at 
any valid position, we can find 
what the answer really is, by 
extracting it from CROOSS, 
and compare it with the 
entered attempt to see 
whether it is correct or not. All 
the necessary actions have 
been programmed previously, 
although not in exactly the way 
that we now need. By adapting 
the previous program 

















":~£: : :?r 





8 









mm 

IP 








1 





12 



450 
460 

470 
430 
430 

510 

520 
530 
540 
550 
560 
570 
580 
590 
600 
610 
620 
630 
640 
650 
660 
670 
6:30 
690 
700 



input -number". n 

INPUT "fl FOR ACROSS- B FOP DOMMMM 
INPUT -SOLUTION", S* 
3-1 K=l 

IF N'J.K>«M THEH 520 
K*K+1 IF K-7 THEH K-l J-J*l 
00T0 4?0 
T=0 

IF CR0SSt<J-l,K>- B * THEN T-T+l 
IF CR0SS*<J,KH>=" ■ THEN T*T+2 
IF CR0S$*<J*1,K>*" " THEH T^T»4 
IF CR0$S*<J,K-l>*" " THEH T=T»8 
IF <T-00R T=90T T-120R T»13> ft IB Di*-« ' *®* «£ 
IF (T-10R T=30R T=90R T-U) AMD B*= B THEN &J o 
PRINT -NO CLUE MUB* STOP 

^\.lS<«RDl,H,l)CCR0SS*vJ.X> THEN PRINT "INCORRECT" STOP 

IF X CP0SS*(J,k>O" " THEN H=M* 1 GOTO 6!u 
PRINT -CORRECT" STOP 

SwS<M^fcl>0<^<V-« THDt PRINT "INCORRECT" STOP 

ir*CR0SSJ<Y.K)O" " THEN U-H*l GOTO 660 

PRINT "CORRECT- tTOP 

END 




REftBY. 













:-:*x*:*i 

J 




























6 





■ 




































8 



10 




13 14 
Figure 4. Blank squares and their codes 



























mm 

HI 




I 

IvIvXvX 




hi 









11 





Programming 



Note that by replacing 
STOP instructions wherever 
they appear (that is, in lines 590, 
610. 640, 660 and 690) by GOTO 
450 the program can be made 
to accept entries continually. If 
this is done, it will also be 
necessary to take steps to tidy 
up the display. It can also be 
observed that the subroutines 
starting at lines 800 and 900 
have been written in different 
ways. They perform essentially 
the same functions, but the 
ways in which they are written 
show that the same actions may 
be programmed in very 
different ways. 

Summary 

The program fragments 
presented here provide a kit of 
parts for the construction of a 
basic 'interactive crossword'. 
The parts need to be assembled 
coherently, the code needs to 
be made secure against the 
entry of invalid data, and there 
is scope for further develop- 
ment before a fully interactive 
crossword program is 
produced. 

Nevertheless, many of the 
necessary building blocks and 
ideas are here. The basic 
structure of the program needs 
improving, not least by 
packaging routines that are 
needed more than once as 
subroutines. The ultimate 
success of a program in 
providing an interactive 
crossword may depend on its 
structure. 

A complete listing of the 
program developed in this 
article is given in Figure 5. 



Program Listing 



19 DIM CR0SS*(7,7),N<6,6; 

29 FOR J-l TO 6- FOR K=l TO 6 

30 READ CR0SS*<J,K> 
40 NEXT K : NEXT J 
50 DATA "A'V "j»J*,*TV V 
60 DATA ■l"#fft J, j*e"#"I"/"C"*" 



■N'V'O'VT" 



70 DATA "S" 
80 DATA " " 

. "B","I\"T"," ","A","M" 
100 DATA "T'VTV "A", "L", "E" 



, 'S'V 

"I 

"I" 



110 FOR L=0 TO 7 

120 CROSS*<0,L>=" CR03S*(7,L,-=" " 
130 CROSS*a>0;=" "■ CRGSS*(L,7>*" ■ 
140 NEXT L 
150 N=l 

160 FOR RGW=1 TO 6 FOR COL-1 TO 6 

179 IF CROSS* (ROM, COL) =" " THEN 240 
160 T=0 

190 IF CR0SS*(R0W-1,C0L>=" " THEN T-T+l 
200 IF a0SS*<R0W,C0L+n-" - THEN T=T+2 
210 IF CROSS*(ROW+l,C0L)=" ■ THEN W+4 
220 IF CROSS* < ROW. COL- 1)=" " THEN T-T+S 

222 IF T=10R T=30R T=U0R T=9 THEN PRINT N, " D0W1".- G0SUB 300 

224 IF T=S0R T=120R T-130R T^9 THEN PRINT N»" ACROSS" > G03UB 800 

230 IF T=10R T=30R T=S0R T-90R TM1GR T-120R T=13 THEN N<R0W.C0L)=N N=NH 

240 NEXT COL 

250 NEXT ROW 

260 FOR R0W=0 TO ?■ FOR C0L=0 TO ? 

270 IF CR0SS*<R0W,CQL>=" - THEN PRINT CHR*<166)^; GOTO 300 

280 IF N<ROW,COL>O0 THEN PRINT RI8HT*«STR*WR0M,C0L»* t>i ■ GOTO 300 

290 FRINT " ", 

330 NEXT COL PRINT NEXT ROW 
450 INPUT "NUMBER", M 

460 INPUT "A FOR ACROSS- D FOR BGNN",B* 

470 INPUT "SOLUTION-; SI 

480 J=l- K"i 

490 IF N(J,K>=M THEN 520 

508 K*K*V IF K»7 THEN K"f J=J+1 

510 GOTO 490 

520 t*e 

530 IF CR0SS«<J-1,K>=" " THEN T-T+l 
540 IF CR0SS*<J,K+1>=" " THEN T=T+2 
550 IF CROSS* <J+ MO*" " THEN T=T+4 
560 IF CR0SS*<J#K-O=-" " THEN T=T+8 

570 IF (T=80R T=90R T=120R T^13) AND D*-"A" THEN 600 
5S0 IF <T=10R T=30R T-90R T*U) AND fi*— D" THEN 650 
590 PRINT "NO CLUE ".M.-D*: STOP 
600 W=1 : X=K 

618 IF HIW<WRW/H,1>OCROSS$<J>K) THEN PRINT "INCORRECT" STOP 
628 X-X+l 

636 if cr0ss*'j.k>o" " then w=w+1 goto 610 
640 print "correct" stop 
650 w=iv=j 

660 if mid*<w0rd*.w.. 1> c-cr0s3*\y,io then print "incorrect" stop 

670 V 3 Y+1 

680 IF CR0SS*<V*K>O' ■ THEN W=W+ 1 GOTO 660 

690 PRINT "CORRECT" ■ STOP 

70© END 

8O0 W=l X=C0L 

810 X=X+l 

820 IF CR0SSi'.R0W,X>O- 
830 PRINT ■■("; N; ->-. 
840 RETURN 
900 W=l: v=R0W 

910 V=V+1 

920 IF CROSS* <Y, COL X>" 
930 PRINT -<"; M; ">", 
940 RETURN 

Figure 5 The complete listing 



THEN W-W+l GOTO 810 



THEN tHHt : GOTO 910 



E 





the subjects under 
discussion in this 
month's instalment of 
our BASIC series from 
A.P. and D.J. 
Stephenson. 



t 



T 



ft 




E 



i 






A-C-T-S 




E 



FROM A SUPERFICIAL 
viewpoint, we could define a 
subroutine as a collection of 
programming lines terminating 
in the keyword RETURN and 
activated (called) by the 
keyword GOSUB. After a few 
weeks playing around with 
programs we would probably 
reach the conclusion that a 
subroutine functions as a kind 
of subcontract to the main 
program. Like a subcontractor 
in the building trade who 
specialises in, say, making 
window frames, a subroutine 
can be given the responsibility 
of providing a picturesque and 
coloured border around the 
screen or, on a slighte higher 
plane, finding the two 
solutions of a quadratic 
equation. The benefit of 
subcontracting in real life isthe 
fact that advantage can be 
taken of specialised expertise 
and equipment. It is the same 
with programming. As your 
experience widens, you will 
begin to notice that programs, 
however complex and 
different in overall objectives, 
contain many similar ingre- 
dients even though there may 
be differences in variable 
names. Once this is recognised, 
you will realise that well 
designed subroutines can be 
used over and over again in a 
wide variety of programs. As a 
result, your approach to 
programming could change 
dramatically- In fact you will 
probably ease off writing 
complete programs until you 
have built up a stock of useful, 
general purpose subroutines 
— a subroutine library in fact. 




Subroutines and 
structure 

A well stocked subroutine 
library can save an enormous 
amount of programming time 
in the future and, above all, 
help you to plan well 
structured programs. Unfor- 
tunately, when a writer 
introduces the word 'structure' 
it usually means that the next 
few thousand words will be 
devoted to a boring explana- 
tion of what it means and, 
worse still, a certain amount of 
name dropping. Names like 
Edsger W. Dijkstra (reputedly 
quite clever but something of 
an intellectual snob) and 
Niklaus Wirth (the creator of 
PASCAL) are mentioned with 
the kind of humility and 



deference normally accorded 
to royalty and disc jockeys! The 
subject of program structure, 
although inherently worthy, is 
ridden with pretentious 
cultism, prejudice and 
pedantry. We shall be content 
with a simple definition: 
A well structured program is 
easy to modify and the listing is 
easy to follow. 

The liberal use of subroutines 
within a program will certainly 
contribute to the structure 
providing they are reasonably 
well thought out in the first 
place. 

Subroutine layout 

Although subroutinesare good 
for structure, there is no 
denying that their worst aspect 



is the need to call them by 
means of a line number. For 
example, suppose we have a 
subroutine which starts at 1467 
and designed to draw a row of 
characters across the screen. 
We would call it by means of: 

GOSUB 1467 

A line number has no 
humanity. It is abstract 
symbolism and, even worse, it 
is quite probable that the 
number is provisional and will 
most likely be changed as the 
result of a renumbering 
excercise during program 
development. 

How much better it would 
be if BASIC allowed us to 
choose a meaningful label 
instead of a line number. For 
example, instead of GOSUB 



Programming 



1467, it would be much easier 
to follow the listing if we could 
write GOSUB DL (aabbrevia- 
tion for Draw Line). Alas, we 
are not allowed to, so the next 
best thing is to make sure that 
all subroutines stand out well 
on a listing by a REM statement 
which briefly describes their 
function. 

For example, the following 
few lines are a guide to how a 
'draw line' subroutine should 
appear on a listing: 



9999 REM DRAW LINE SR 
10000 PRINT" ' 



This is not expected to score 
high marks for subtlety or 
invoke Dijstra's envy but it 
serves to illustrate two points: 

(a) The REM statement is 
given a 'one-less' line number. 

(b) The first effective line is a 
nice round figure in thousands. 

Neither of these points are 
mandatory but they help to 
keep a program looking tidy. 
The reason for choosing an odd 
number for the REM line is to 
emphasise the fact that it is an 
'outsider' (non executable) and 
not the starting number for the 
subroutine. The rule is never, 
never GOSUB (or GOTO for 
that matter) to a REM statement 
because, to save memory, you 
may eventually be tempted to 
cut them out from your 



working copy. If you call the 
above with GOSUB 10000, the 
REM can be removed at any 
time without fear of risking an 
error message from the 
interpreter. 

Still on the subject of line 
numbers, it is a good plan to 
number all subroutines in a 
program starting at round 
thousands. For example, the 
first subroutine at line 10000, 
the next at line 11000and so on. 
This will obviously leave masses 
of unused line numbers in 
between but who cares? The 
program will be easier to follow 
so, according to our definition, 
it is a worthwhile dodge 
because it contributes to our 
simplified definition of 
structure. 

Keyboard input 
subroutine 

Perhaps the most commonly 
required subroutine is one 
which validates keyboard 
input. When string data is 
requested from the keyboard 
in response to an INPUT 
prompt it is possible that the 
operator might hit RETURN 
before the data is entered. The 
input is therefore a 'null string' 
which can be infuriating unless 
some trap can be laid to 
prevent it. There may also be a 
limit on the number of 
characters which can be 
entered. To save writing these 



traps every time an INPUT 
statement appears, it can be 
solved once and for all by 
enclosing the lot, including the 
INPUT statement, within a 
subroutine. For example: 



expensive — a 1K magnetic 
core memory would cost 
around £1000. Consequently, 
the foremost consideration for 
the programmer was to ensure 
that every precious byte 



11999 REM INPUT VALIDATION SR 

12000 K$="":INPUTK$ 
12010 IF K$="" THEN 12000 

12020 IF LEN(K$) L THEN PRINT"TOO LONG' 
GOTO 12000 
12030 RETURN 



Note that K$ holds the 
keyboard response and that 
the number of characters 
allowed must be assigned to L 
before calling. A typical calling 
sequence would be: 



earned its keep. As a direct 
result, the attitude towards 
subroutine usage was much 
different to what it is now. A 
subroutine was used primarily 
to avoid repetition 



100 PRINT"ENTER NAME OF ORGANISM":L=18 
110 GOSUB 12000 
120 N$=K$ 





Note that the number of 
characters has been limited to 
18 (an arbitrary whim of the 
programmer) and, on 
returning from the subroutine, 
the general purpose variable, 
K$, is re-assigned to N$. 

It is conventional, but not 
mandatory, to shove all 
subroutines down to the 
bottom of the program. 

Subroutine material 

In the early days of 
computing, memory was 




programming. If a particular set 
of lines was going to be used 
several times in the same 
program then it was sound 
economics to bundle them up 
into the form of a subroutine 
which could be called 
whenever needed. 

Nowadays, the position is 
different. Memory is relatively 
cheap so saving it is not always 
an overriding consideration. 
The criterion for inclusion into 
a subroutine is whether or not 
the function it performs can be 
recognised as a 'logical entity'. 
Even if it is to be called only 
once in the program the 
function can still qualify for 
subroutine status. 

Our 'draw line' subroutine 
above, although apparently 
trivial, is certainly a candidate 
for a subroutine. It is a logical 
entity (has a clearly defined 
single function) and, in 
addition, will probably be 
required several times during a 
program RUN. 

In fact, the modern 
'program' is often a relatively 
short, skimpy affair, consisting 
of little more than a series of 
subroutine calls. Using the 
analogy we made at the 
beginning, the main 
contractor does very little, 
preferring to sit on his/her 
backside and farm out most of 
the work to subcontractors. 

Passing parameters 



E 



Some 



subroutines 



are 



complete in themselves and 
require no information or help 
whatsoever from the calling 
program. The 'draw line' 
subroutine provides such an 
example. All we have to do is 
call it and it prints out a string '-' 
characters to form a dashed 
line. 

But there may be times 
when we want to draw lines 
using other characters. For 
example, a line of or 
perhaps '+'. Do we then use 
another subroutine employing 
a different character? We 
could, of course, but it would 
be a shocking waste of 
programming energy and 
memory. The more efficient 
way would be to re-organise 
the subroutine so that it can 
draw a line using any character 
we choose. This will entail 
substituting the literal 
character '-' with a string 
variable and using a FOR/NEXT 
loop to print it out a number of 
times. 

For example: 



character we could have 
used the form: 



L$ = CHR$(x) 



where X is the character code 
— the code for is CHR$(42>. 
It is possible to increase the 
generality of the subroutine 
even more by arranging for the 
end-of-loop counter in line 
10000 to be passed as a 
parameter. For example: 



10000 FOR K = 1 TO L 
. 



However, this means that two 
parameters must now be 



'global' variety. These terms 
need some explanation. When 
a variable, say X, within a 
subroutine is declared to be 
'local', it can be used freely 
without fear of corrupting 
important data it may have 
acquired outside the 
boundaries of the subroutine. 
In other words, the global 
value of X is preserved even 
though its local value may be 
varied by the subroutine. For 
example, if X = 4 before calling 
and the subroutine alters it to 
24, the 4 is automatically 
restored to X again after 
RETURN. The facility to declare 



so on. This technique, known 
as nesting is illustrated in Figure 
6.1 

There is a limit to the 
number of subroutines which 
can be nested because the 
interpreter has to store all the 
return addresses in a reserved 
and restricted area in RAMA 
known as the stack. The stack is 
organised as a UFO memory, 
(Last In First Out). Although the 
BASIC programmer is blissfully 
unaware of LIFO action, the 
sudden appearance of the 
message 'OUT OF MEMORY' 
can appear on the screen even 
when there is plent of usable 



9999 


REM DRAW LINE 


10000 


FOR K = 1 TO 20 


10010 


PRINT L$; 


10020 


NEXT 


10030 


RETURN 



This will print out a row of 
twenty characters, the actual 
character being that which 
happens to be in L$ at the time 
the subroutine is called. 

This requirement highlights 
the problem of 'parameter 
passing' because the 
subroutine is no longer an 
independent animal. We must 
ensure that when we call it, the 
character we intend to use is 
assigned to the variable L$. In 
technical jargon, we must pass 
the character parameter. For 
example, if the line is too be 
drawn with '*', the calling 
procedure will now be: 




1 100 L$ = "*" 
110 GOSUB 10000 



Thus, in return for a little extra 
complication in the 
subroutine, we enjoy the 
facility of using the same 
subroutine for drawing a row 
of any character we choose 
and, what's more, the 
characters can be different 
each time it is called. It is worth 
mentioning here that instead 
of assigning L$ to the literal 



passed, one for the character 
and another for the Ijne length, 
illustrating yet another law of 
our friend (?) Septimius Sod — 
the greater the flexibility, the 
greater the complication. 

Before leaving the subject 
of parameter passing, we 
should explain that the term is 
often used in a more restricted 
form. More advanced forms of 
BASIC now offer a superior 
kind of subroutine known as a 
Procedure which allows 
parameters to be passed over 
by the calling statement itself 
instead of requiring a separate 
line. 

Furthermore, it is possible 
to define certain variables used 
within the procedure as 'local' 
to distinguish them from the 



some variables as local is a great 
help to a programmer because 
the choice of variable name 
can be made without fear of 
corrupting data if, by chance, 
the same name was used for a 
different purpose in other 
areas of the program. 

Unfortunately, Commo- 
dore BASIC does not support 
local variables but the above 
discussion still has value, if only 
to draw attention to the bugs 
that can arise following an 
incorrect choice of subroutine 
variables. 

Subroutine nesting 

A subroutine can often call up 
another subroutine which, in 
turn, can call upon another and 



RAM still left. This can also 
happen if you commit the 
cardinal sin of jumping out of a 
subroutine before the normal 
RETURN route. Each time we 
cause a subroutine to exit 
prematurely, the stack is left 
holding a return address which 
means that the stack will 
eventually overflow if the 
subroutine is called many times 
from within a loop. Providing 
these dangers are avoided, 
nesting provides a useful 
method of breaking down a 
complex subroutine into 
various 'levels'. For example, a 
subroutine which presents a 
Menu page may call upon a 
smaller (lower level) 
subroutine to draw a 
demarcation line between the 



Programming 



heading and the start of 
the menu options. It may be 
called a second time to 
separate the bottom of the 
menu from the typical prompt, 
'Enter option required'. 



The ON 
statement 



GOSUB 



The mention of menu options 
is a cue for introducing the ON 
GOSUB statement. The 
following example will serve to 
illustrate the syntax: 

ON S GOSUB 5000,6000,7000, 
8000,9000 

If S = 1, the subroutine at line 
5000 is called, if S = 2, the 
subroutine at line 6000 is called 
and if S = 5 it will call on the last 
subroutine at line 9000. Those 
who have dabbled in electrical 
circuits will recognise this as 
the software equivalent of the 
single pole, multiway switch as 
shown in Figure 6.2 

Assuming a separate 
subroutine is responsible for 
handling each option, the 
actual program can be reduced 
to a simple affair. It need only 
contain a few assignment lines 
for setting the initial conditions 
and presenting the menu — 
the subroutines can be left to 
do all the work. We could, of 
course, go a stage further and 
make the actual menu page the 
subject of a subroutine. 

User defined functions 

A 'function' is a term used 
with a variety of meanings, 
depending on both the context 
in which and the academic 
level of the text. For example, 
in higher mathematics, even 
the definition of a function is 
usually good for twenty or so 
pages of mind boggling text. 
Provisionally, we will describe a 
function as something that 
does something to something 
else! For example, SIN(X) is a 
function because it performs 
that particular mathematical 
operation on X. We input the 
value of X to the SIN(X) 'black 
box' and it emerges with a 
totally different value after it 
has been messed around by the 
function. SIN{X>, COS(X>, 
TAN(X), EXP(X) and a few 
others, are some of the oft- 
used standard functions which 
are available to us in BASIC. 
There are hundreds of other 




ON S GOSUB 5000,6000,7000,8000,9000 



5000 



SR 




The function must be defined 
before it is called, i.e. DEF FN 
must come before FN. 

Once a function has been 
defined, you can call on it as 
many times as you wish within 
the same program and use 
different values of the variable 
each time. The function can be 
complex and contain other 
functions such as: 



DEF FNS(Z) = SIN(Z) + COS( 



3 



S is the function name, Z is the 
variable 




6000 



SR 



7000 



SR 



8000 



SR 



I 



9000 



SR 







functions which could also 
come under the heading of 
'standard' but for obvious 
reasons, BASIC can not supply 
them all. 

Apart from standard 
functions, there will also be a 
need for functions peculiar to 
the needs of a particular 
program. To satisfy such needs, 
BASIC gives us the means of 
writing our own functions bny 
using the keyword DEF FN A 
(X), where X (or indeed any 
other legitimate character) is 
the variable to be acted upon. 
The full syntax is as follows: 



method must exist for 'calling' 
it. This is done by using FN(C), 
where C is the actual value to 
be used in the function. All this 
sounds very confusing so an 
example is indicated: 



100 DEF FN G (X) = 2*X+X "3 

Some time later in the program 
we might want to evaluate this 
equation and print out the 
result when X = 3. This can be 
achieved by the following line: 



400 PRINT FN G (3) 




For example, DEF FN G (X) = 
X+5: the function name is G, 
the variable is X and the 
equation is X+5. 

A defined function is, in 
some respects, a kind of 
miniature subroutine so it 
shoudl follow that a formal 



This would evaluate 2*3+3 "3 
and print out the result, 33. We 
don't always want to print out 
the function. For example, we 
couild use FN as an ordinary 
variable in part of another 
expression as in the following 
example: 



The following rule must be 
observed : 



DEF FN D4 (PF) = LOG(PF) 
★ 



D4 is the function name, PF is 
the variable. 

The equation can contain 
additional variables other than 
the functionn variable 
providing, of course, they have 
been previously assigned. For 
example: 



DEF FN G (X) = X '2 + 



It is also allowable to use a 
variable, instead of a constant, 
when calling with FN providing 
it has previously been assigned 
a value. For example: 



We have suggested that a 
defined function can be 
thought of as a miniature 
subroutine but it is time we 
pointed out the differences 
between them. 

1 . A subroutine can occupy as 
many lines required. A defined 
function can occupy only one 
computer line. 

2. A subroutine can contain 
strings or numeric variables. A 
defined function can only 
handle numerics * in 
Commodore BASIC. 

3. It doesn't matter where a 
subroutine is situated because 
it can be called from an earlier 
or later line number. The 
function, on the other hand, 
must be defined by DEF FN 
before it can be called with FN. 

4. Unlike subroutines, a 
defined function passes a 
parameter directly by the FN 
call instead of requiring a 
separate assignment line. 

The main use of a defined 
function is to avoid writing out 
lengthy equations each time 
they are required. 



E 




WHAT IS FAST, POWERFUL, LOUD, 
colourful and frighteningly complex? A 
bolt of fork lightning? A molecule of DN A 
doing the 100 yard dash? No, Oasis 
Software have just answered this question 
by writing three marvellous new 'software 
development' packages. I know, „ 
those two words strike fear into the heart 
of most home computer users. But you 
can relax, these packages are friendly, 
easy to use and require only a CBM 64 (not 
a SAGE IV) to produce professional 
quality, "stand alone" computer games. 
They differ from games designers in thai 
not only do they produce programs that 
run without the Lightning software in 
residence in your, or anybody's, 
computer, but they don't override the 
existing functions of the resident BASIC. 
(Such as they are. ..Oops!) 

Basic Lightning 

The first of the three is Basic Lightning, an 

extended, multi-tasking BASIC with a 
penchant for arcade games. Basic 
Lightning is what you might call a 
Structured BASIC, this means it has 
commands in common with other such 
BASIC'S, like BBC BASIC and Sinclair QL 
SuperBASIC; IF-THEN-ELSE, REPEAT- 
UNTIL, CASE, PROCedures, and so on. It 
also has some natty routines of its own like 
DLOAD and DSAVE for LOAD/SAVE 
from/to disc — a trifle easier to type than 
LOAD "whatever", 8, 1, and coming a lot 
easier to recent converts to the 64's 
obvious charms. DIR is another nice 
touch to Basic Lightning, listing the 
directory of the disc in the drive (no more 
$ hunting). It also has commands like 
WHILE-WEND and CIR-CELSE-CEND, the 
former being a looping 'vpe function like 
IF-THEN and the latter boing a 'multiple 
line' equivalent. DISABLE nukes the 
RUN-STOP key so some snooper can't 
break into your program and read it; a 
handy piece of built-in protection if ever I 
typed one! Another Basic Lightning plus, 
is 'windowing' where you can throw a 
smaller, inset, piece of graphics screen 
into a screen of text, or indeed onto 
another graphic, like a sprite, for instance. 
In case you didn't know, this is quite 
useful because the 64 can't usually display 
text and hi-res graphics on the same 
screen; it's normally rather like the hi-res 
_ screen is pulled down over the text 
screen. 

I tell you what, the one thing that 
■ always really gets my goat about CBM 
BASIC, is having to remember those 
POKEs for background and foreground 
colours in the display file. Basic Lightning 



UGHTNII 

STRIKES THRICE . 




skirts this issue nicely with the commands 
TBORDER. HBORDER, HPAPER, TINK, 
HINK, etc. The T prefix specifying a text 
colour and the 'H' a hi-res colour. What 
about colour numbers, you know, 0-15 
and all that? Try BLACK, BROWN or RED, 
as they are the replacements in Basic 
Lightning. You can also shuffle the 
attributes around cn their own in 
rectangular blocks, using the MOV ATT or 
SWAPATT commands. In any arcade-style 
game, collision detection is a must. What's 
that then? That is when an alien sits 
around long enough to bump into one of 
your bullets; the alien is detecting the 
collision and signalling the appropriate 
action, in this case, erasing the alien and 
printing up an explosion. BA-BOOM! 
Heh-heh. Basic Lightning collision 



detection, with the DTCTON and 
DTCTOFF commands. Essentially, (I 
nearly said basically) Basic Lightning is a 
kind of testbed program. It starts you off 
before you use the other two in the series, 
so you can run your program in extended 
BASIC using the pre-formed sprite 
cobbling routines, and then translate it 
into one of the other two, and sell it as 
super fast machine code. 



White Lightning 



White Lightning is an implementat 
the language FORTH. In the 1960's 
Charles H. Moore, an astronomer at the 
Kitt Peak Observatory in the USA, needed 
a specialist Input/Output computer 
language for controlling Radio 
Telescopes. So, being no slouch at the 







oftware reviews 




I 



'computer keyboard he sat down and 
hacked out his very own language, which 
he called FORTH. 

White Lightning is an accurate 
rendering of FORTH-79, which was until 
last month the most recent version. It uses 
pre-defined words like IF-ELSE, DO- 
UNTIl, DO-LOOP, etc., but its real 
strength, and the source of all the fuss is in 
its definable words, an infinite number of 
them because they designed by you. This 
is done by 'colon definitions' in the 
following format:- 

: new word old word old word 2.. .etc.. .last 
word ; 

defining new words in terms of existing 
words on the 'word list', the stack of 
words supplied with the FORTH 
language. This all means that FORTH 
grows with your application, becoming 
tailored to the individual needs of the job- 
in-hand and becoming an expert on 
whatever your task is. The speed of 
execution of a FORTH program is close to 
that of machine code, but its word 
structure is as easy to learn as BASIC. 

Apart from anything else though, the 
way you have to program in FORTH forces 
you into good programming habits.. .or 
your programs don't work. Its style is a bit 
like structured BA5IC in the way you write 
a main routine and use that to control a lot 
of smaller routines to do the job. FORTH 
programs are unlike BASIC in another, 




too. BASIC, including Basic Lightning, is 
an 'interpreted' language; this means that 
the programs are a 'source' code which is 
read by a chip called the BASIC 
interpreter and directly executed. What 
happens to FORTH source code is that it is 
'compiled' into a series of chunks of 
machine code, and executed when the 
user types in one of the new defined 
words in the source code. White 
Lightning source code is entered into the 
computer, like a text file, onto screens or 
pages within memory, which the 
compiler then reads starting at the first 
page. 

As a supplement to the package. Oasis 
have included a copy of Basic Lightning 
and a thing called IDEAL, a sprite handling 
expert sub-language. IDEAL deals with 
sprite juggling, stretching and positioning 
on the screen; it also has a lot to do with 
important things like collision detection 
etc. White Lightning can create 'stand 
alone' programs that you can sell without 
restriction (I should think so too!). All 
Oasis want out of the deal is a small 
mention on the packaging of your game. 
Not a lot to ask if you're earning as much 
as Jeff Minter, Matthew Smith et al. 

Machine Lightning 

Lastly, there is Machine Lightning. The 

most difficult of the three but, by the Phil 
South Inverse Difficulty Theorum, 
proportionally more powerful than the 
other two. It is a full function 6502 
processor Macro-assembler, dissembler, 
monitor and tracer, with Basic Lightning 
again, IDEAL and a gaggle of 
sprite/graphics added to make it 
interesting. I won't bother to try to 
explain machine code here, (A. P. & D.J. 
Stephenson get paid to do that) but 
suffice to say it's not for beginners. It's 
highly recommended that before you 
tackle Machine Lightning you buy Basic 
Lightning, then graduate to White 
Lightning. Use them and then buy a book 
with a title something like, 6502 Machine 



code for the absolute screaming novice or 
similar, read it, and then dive into the 
wonders of Machine Lightning. Agreed, 
Machine Lightning is one of the most 
user-friendly assemblers about, but you 
still have to know your LDA from your STA 
in order to make a noisy standing-on-it's- 
own-two-legs arcade game. For more 
experienced programmers, though, 
Machine Lightning constitutes the most 
complete software development package 
on this machine. It is 'a joy to use' (I hate 
that phrase, but it's true) and it is a slick, 
all-in-one masterpiece. 

The things that are common to all the 
packages is their handling of sound, 
multi-tasking and windows. Multi- 
tasking, besides being an impressive piece 
of jargon, is like time-sharing used to be 
on the DEC System 10's and other 
mainframes. Several functions can be 
controlled all at once, foreground and 
background, each one operation for a 
mere 1/20th of a second at a time, inching 
along. If you've got 7 things happening at 
once, thats only 7/20th sec. to perform 
one step, 2! : times each function, 20 
steps every second. Tasks can be assigned 
priority and even halted while other 
functions take over. Control of sounds 
and music is made much easier too, with 
parameters governing volume, 
frequency, attack, decay, sustain, release, 
waveform, filtering, ring modulation and 
the 'voices', the three channels. 

In summing up, I have really enjoyed 
these packages. All three make full use of 
the machine's functions, enabling even a 
complete beginner to produce aliens, 
sound effects and music with style and 
speed. The arcade sprite library for 
example is choc-a-block with handy 
sprites to start you off. All the frogs, bug- 
eyed monsters, robots, tanks, flying 
saucers you could ever need are filed 
away on the cassette or disc for you to use 
in your own programs. The goals of the 
programmers were 1) that the programs 
be powerful, and 2) that they be easy to 
use. They are both of these things and 
more, and I think the lads at Oasisdeserve 
a slap on the back and all the fame and 
fortune I feel sure they're going to get. I 
love the programs and will use them 
forever, but above all I must praise the 
documentation. They are the most 
readable and wel< set out manuals I have 
had the pleasure to review. There, I've 
said it ; bees knees or what ? Right, off you 
go, and the first person to come out with a 
Frankie Goes To Hollywood video game 
will have me to answer to! (Too late. See 
last month's Data Statements - Ed.) 
Basic Lightning costs £14.95 tape/£19.95 
disc 

White Lightning costs £19.95 tape/£29.95 
disc 

Machine Lightning costs £29.95 
tape/£39.95 disc 

Oasis Software. Alexandra Parade, 
Weston super Mare, Avon BS23 1QT. 



E 



Software Spotlight b 
bigger than ever 
this great games 



Mr. Robot 
★ * * *_ 

Beyond-Datamost 



E 



I AM VERY TEMPTED TO GIVE 
this game full marks forquality. 
The numerous screens (22) of 
play in this game are easily 
accessible throughout, by 
pressing F3 any start screen can 
be selected from the easiest to 
the hardest. The graphics in the 
game are verging on being very 
good with the inclusion of 
sprites for the main character 
and some of his adversaries. 

The main idea of this game 
is to guide your robot through 
the 22 screens, whilst avoiding 
the alien fireballs and 
collecting the power pills. The 
catch here is that if you do not 
collect all the pills then you 
cannot escape the screen to a 
higher level, and on some of 
the screens your robot has to 
complete it in a special routine. 
Now if by chance you are a 
clever little R2D2, then the 
second part of this software 
package will interest you even 
more. Usually, if you finish a 
game, that's it — not so with 
Mr. Robot. With this game you 
can actually create your own 
levels and save them for a game 
later. 

Using the joystick, you 
select various items such as 
moving walkways and bombs 
which, when you walk over 
them, they light, thus giving 
you a limited amount oftimeto 
get out of their way. Once a 
screen is finished, you have the 
opportunity to test it to make 
sure that it is feasible. Finally, as 
a footnote this package 
originally came from across the 
water and is therefore already 
tried and tested to destruction, 
which is what will inevitable 
happen to your robot! 

S.LF.P. 



SOFTWARE 





WATCH OUT ZYCO BECAUSE 
here come the scientists sworn 
to kill you Zyco is an almost 
indestructible alien who has 
taken over the earth and is 
busily enslaving us mere 
mortals. But he has one 
weakness. If you obliterate the 
nerve centre in his brain, he 
can be destroyed. You are the 



scientist who has been chosen 
to destroy Zyco, so you take a 
newly invented miniaturising 
pill and enter his brain. Once 
inside you have to work your 
way through the corridors of 
power avoiding the marauding 
white corpuscles and threaten- 
ing anti-bodies, jumping and 
running to keep out of their 
way. But be quick becausetime 
is forever running out and you 
have to reach the nerve centre 
before the effect of the 
miniaturising pill runs out and 
you explode back to full size. 

K.M. 




CHEAP DOES NOT ALWAYS 
mean nasty: this game, at £2.50 
is excellent value. 

The idea is very simple. You 
move a spaceship in either 
direction around the edge of a 
pit from which all sorts of nasty 
objects are trying to escape, 
and you shoot as many of them 
as possible. Altogether there 



are eighteen different types of 
alien, ranging from rabbits to 
hover mowers. If you bump 
into one or run out of time you 
lose a life. This also occurs if 
you accidentally shoot "Spud" 
who is supposed to be a friend 
but is actually a menace! You 
also lose a life if you permit the 
escape of a mutant llama — 
why does that sound familiar? 

If you manage to survive 
long enough, you move on 
from the first, octagonal pit to a 
harder, diamond-shaped one 
and eventually a square pit 



which is more difficult still. 
After that you return to the first 
pit but the nasties move faster. 

In case that sounds too easy, 
your laser-gun is inclined to 
overheat, so your shots need to 
be rationed carefully and well- 
aimed. 

There are some interesting 
sound-effects, and the 
graphics, though nothing 
special, are adequate. The 
whole game, once you get used 
to the unusual controls, is fast 
and quite compulsive. Well 
done, Firebird! 



Software reviews 



★ * * * 

Argus Software Press 
£8.99 

YOU'VE SEEN THE FILM, NOW YOU'RE A 
star in it as Captain of the ill-fated 
spaceship Nostromo. The film had a 
haunting atmosphere which the authors 
have succeeded in capturing in this 
masterful role-playing game, with suitably 
creepy sounds throughout. 

The main screen display shows various 
deck plans of the three-tiered Nostromo. 
As captain you direct the other characters 
about their business, picking up weapons 
and equipment, even ordering them to 
rest when they are under too much stress. 
The seven other crew members have 



varying traits via the game's personality 
control system. Demand too much of 
them and they'll suffer a nervous 
breakdown. With the Alien attacking the 
crew, one of whom is a mysterious 
android, Jones the pet cat creating havoc 
with the tracking system and fires 
breaking out all over this space hulk, the 
authors forgot the poor old player who's 
likely to be a nervous wreck by the end of 
it all. 

Alien is difficult but good fun if you 
enjoy getting to know people as exploring 
crew members' strengths and weaknesses 
is essential. The options for any single 
game are immense with many rooms, 
corridors and ducts to explore, various 
types of equipment to use and a host of 
special instructions. All moves are 
controlled from an on-screen menu and 
sub-menus using function keys for 



selection. Actions are either confirmed by 
crew locations being amended on the 
deck plans or by textual update with 
sounds. The novice will require a few 
attempts to become accustomed with the 
game but the authors have thoughtfully 
provided a short scenario option for the 
space-rookie. 

The cassette is accompanied by a 
booklet giving clear instructions for play 
and a summary of the film. To appreciate 
the game's subtleties, it will help to have 
seen the movie which would also give the 
player some idea of what to expect. I hid 
under my cinema seat first time round — 
the game is true to the film. Only the 
bravest players should confront the Alien 
in the small hours of the morning. I'll say 
no more — the hairs on my neck are 
bristling again. 

R.M. 




YOU KNOW THESE MASTER- 
tronic cheapies may stint on 
price but they don't stint on 
value for money. Magic Carpet 
itself is a fairly straightforward 
cave exploration game in 
concept but with a fairly high 
difficult level. Technique is the 
key. No matter how impassable 
the obstacles look, it is always 
achievable providing you have 
the strategy right. Poor old 
Aladdin is the chappie who has 
been chosen to retrieve the 
stolen treasure from the evil 
sultan. To do so he has to pass 
through innumerable caves 



riddled with deathtraps such as way past the spitting dragon to 

bouncing boulders, spears of retrieve the treasure and, dare I 

death, moving floors and acid say it, the magic lantern which 

rain. Finally he has to fight his will see him safely back home. 




DO I DETECT SHADES OF 
Korean airline disasters in this? 
Having emerged from training 
as the best of the bunch, you 
have been given charge of the 



world's most advanced 
'defensive' weapon — Flyer 
Fox. Your mission in this piece 
of 3D arcade action is to escort 
the commercial Jumbo Jet 
through the once safe 
international skies and fight off 
the nasty MIC fighters which 
are intent on blasting it out of 
the sky. Using your radar you 
have to track them down and 



shoot them out of the sky, 
veering left and right to get 
them in your sights as you give 
chase. Fortunately you get an 
audible warning when they 
are close but it still doesn't 
make it all that easy when you 
are running out of fuel fast. On 
the whole this is not a bad game 
although the speed with which 
the enemy MIGs move around 



makes it virtually impossible to 
track them down on the radar. 
Oh yes and apparently it talks 
to you! Extremely garbled 
messages are supposed to give 
you the feeling of reality in 
your flight. The gimmick 
doesn't work but there again it 
doesn't detract from anything 
either. 

K.M. 




SOFTWARE 




ANYONE WHO BOUGHT 
Caesar Ihe Cat will recognise 

the hero of this new offering 
from Mirrorsoft. This time he is 
part of the newspaper/software 
group's Early Learning series. 
This package is aimed at the 
three to nine year age group 
but can be used with younger 
children if they are helped by 
an adult. 

Caesar's Travels is a book 
and a cassette set which is 
intended to help reading. The 
book contains what seems to 
be one story, but because of 
options on most pages which 
lead the reader down various 
different avenues of thought 
there are eighteen endings to 
the initial story. The book is 
delightfully illustrated and 
would make bedtime reading 
for several nights. It also has a 
colouring book section to add 
to it's appeal. The cassette 
follows the same stories as the 
book. It starts with the familiar 
scene of Caesar in the pantry, 
failing to catch the mice and 



breaking crockery in the 
pursuit of the rodents. He is 
caught by the scruff of the neck 
and thrown out of the house. 
His adventures now start. At 
intervals throughout the stories 
the child is given simple tasks 
involving counting, colour 
recognition and right left, up 
down recognition. This all adds 
to the educational content of 
the program. Choosing the 
options in the progrm has been 
made easy by the inclusion of 
an overlay which fits neatly 
over the function keys. 

The progrm is beautifully 
illustrated and follows the high 
standard set in Caesar's Cat; 
Caesar really looks as if he is 
climbing a wall or jumping over 
a fence. Another aspect of this 
program is it's use of sound. 
You actually hear footsteps 
chasing him, you hear his 
pitiful mewing as you see him 
trying to swim out of a lake and 
you hear the screech of brakes 
and the thud as he tries to run 
across the road. 

This is a well thought out 
package which my four year 
old loved to play and which will 
give hours of amusement. 

M.W. 



IRAPHIC ADVENTURE! 

»° 

^^■^ commodore 




if 




- ' f i 
I 



Time Traveller 
★ * 

Audiogenic Ltd 

£5.95 

CBM 64 



IF YOU'RE A BUDDING 
Doctor Who type- who thinks 
he might enjoy travelling about 
in time and space, then this 
latest text/graphic adventure 
from Audiogenic may appeal 
to you. 

You're cast as a lone space 
traveller who is woken up (I 
don't know by whom) during a 
space journey from somewhere 
to somewhere else, and given 
the mission to save all time and 
space from the evil Graf Von 
Schwarzherzen, the baddy of 
the adventure. 

By using 'latest technology' 
you must fully explore the craft 
and then teleport to and fro in 
time to recover.. .but then I'd 
be telling you the plot; suffice 
to say, it's another adventure 
where you have to collect 
certain things in order to save 
everybody from certain death. 

The graphic part of the 
game is a very small win- 



dow in the centre of the 
screen. The graphics are 
adequate while the sound is so 
minimal to be almost non- 
existent, except for an irritating 
little tune which plays every 
time you do something clever. 
The text panel is directly 
underneath and is quite well 
done, being a teleprinter type 
simulation, complete with 
sprocket tracks. The only 
drawback to this set-up is that 
on more than one occasion I 
was able to type quicker than 
the program could, which 
meant several attempts at 
typing a command due to 
missed letters. 

The standard verb-noun 
format is taken and all words 
can be shortened to four 
letters. This is quite useful. 

Somebody really should tell 
the people at Audiogenic 
about fast loaders: the tape 
took over sixteen minutes to 
load. There was, also, no save 
game option. 

All in all for the price of 
£5.95 its good value but don't 
expect the Hobbit, first time 
adventurers only please. 

M.T.U. 



E 




FOR BATTLE READ BUGGY BECAUSE 
that's your sole source of protection and 
transportation. It's also the latest in time 
travel technology. The buggy is 
controlled by the joystick. It can be 



speeded up, slowed down, made to jump 
and fire bullets upwards and forwards. 
Starting off in the year 2525 (a great song 
that years ago if I remember rightly) you 
have to travel through the battles of time 
giving assistance in shooting down the 
various types of flying machines and 
creatures from bi-planes through 
helicopters and satellites to pterodactyls. 
On the ground you have to watch out for 
the pits in the terrain as well as blast the 



boulders in your way and score points off 
the enemy soldiers. To move from one 
period of time to another, you must 
complete a ten mile journey to reach the 
teleportation point within the set time 
period although a continuous game 
option allows you to pick up where you 
left off. Get off and do your bit for 
mankind in this highly frustrating arcade 
game. 

K.M. 



Software reviews 



Zulu 
* 

Firebird Software 

£2.50 

CBM 64 * Joystick 
aboard) 



or 



PERHAPS THIS GAME MIGHT 
have been called Pacman in 
the jungle except that it 
would be an insult to the 
famous Pacman! 



Your task is to move around 
a maze, collecting — wait for it 
— gold tribal masks and pink 
spiders! You are being chased 
by ferocious Zulu warriors, 
contact with whom is instant 
death. Luckily you are 
protected by a force field 
which, if activated in time, will 
disolve Zulus on the spot. Here 
and there you find grey 
cooking pots, which do not 



turn you into soup of the day 
but instead make the maze 
invisible whenever you bump 
into one. Touching a second 
pot while in this condition 

loses you a life. 

Fortunately there are exits 
from the maze, but if you reach 
one you just move into 
another, similar maze and start 
again. In all there are twenty- 
five such mazes, with exactly 



the same task in each one, so it 
should be a good game if you 
have trouble getting to sleep. 

Graphically the game is fair, 
except that the mazes are quite 
small, occupying just over half 
the screen. The rest is taken up 
by score tables. There are some 
interesting sound effects too, 
but over all the game is 
monotonous, unoriginal and 
frankly silly. PRB 




Sfi Hanger 

Je^GenerationSoltware 
£7.95 



or 

NEW FROM THE PEOPLE WHO 
brought you Trashman comes 
Cliff Hanger, a computer game 
based not only on cowboys but 
also on the movies too. 

When the game is first 
loaded up you are introduced 
to the movie star Cliff Hanger 
and his brother Coat. Cliff is 
going to star in a series of 
cowboy movies with you being 
the actor playing Cliff. Your job 
in all of these films is to stop the 
bandit. El Bandito.shooting up 
the canyon. You can do this by 
using a collection of rather 
strange methods and devices 
ranging from a one ton weight 
to a boomerang. Sounds 
intriguing? Read on. 

Following the on-screen 
instructions you first have the 
option of using the keyboard 
or a joystick. The game uses a 
user definable key system 



CLIFF 



HANGER 



COMMODORES 




which is a real plus in its favour. 
Also, I encounteredacoupleof 
problems with the joystick 
control and so it's safer to use 
the keys. Once youVe made 
your choice you enter your 
name, the clapper board snaps 
shut and you're away. 



The screens are generated 
randomly and so you could 
appear on any one of them: 
they include Circus Act, 
Chuckie Bomb, About as far as I 
can throw you, Boulder Dash, 
The See-Saw and The Cannon. 
At first this seems a very easy 



game. However, the truth 
could not be more different. I 
was playing it for ages before I 
finally got on to the next set of 
screens. This makes the game 
very infuriating and very soon it 
becomes repetitive and boring. 
This game is probably not the 
type that the average 'shoot- 
em-up' enthusiast would rush 
out and buy but it does contain 
a good humour element which 
will appeal to the younger 
compo- bashers as well as to the 
adult would-be cowboys. A 
good example of this kind of 
fun is when Cliff Hanger knock 
himself into the ground with a 
mallet. 

Points are awarded upon 
the completion of each game at 
each level and with ten game 
situations on the first level this 
is no mean feat. The graphics in 
Cliff Hanger are reasonable 
and anything lacked by the 
graphics are certainly made up 
for by the soundtrack written 
by Brian Doe of Dave Dee, 
Dozey, Beaky, Mick and Titch 
fame. R-B.O. 




International Soccer 

* * * * 
Commodore 

£14.99 



AT LAST AND WITH MANY THANKS TO 
Commodore's Kim Booth we can bring 
you a review of the company's very own 
international soccer package. What's 
more, the neat ROM cartridge which 
plugs into the expansion port in the back 
gives you instant access to the action. 
The game is real match of the day stuff. 



It can be played either against the comp- 
uter or against another player. If you want 
to play against the computer all you do is 
select the skill level on a rating of 1 to 9. 
Even for first timers skill level one is a bit of 
a push over, six is pretty even and nine is a 
real top of the table stuff. You can also 
choose the colour of the players' strip and, 
so you know which player is in control of 
the ball and which one of the opposition 
can do the tackling, they appear in slightly 
lighter shades. There are seven players on 
each side so they can vary considerably. 
Player movements are controlled only by 



the joystick. To pass the ball and shoot 
simply press the fire button. If you are de- 
fending, the goalkeeper automatically 
moves in the direction of the ball but the 
fire button initiates a dive. Free kicks, cor- 
ners, throw-ins and goal kicks, they're all 
here in a game that gets more realistic and 
fun to play the more skillful you become. 
Just so that you know all is not fair in love 
and war, the player with the ball tends to 
be a bit of a slow coach except when he's 
heading it down field. 

K.M. 



E 




SOFTWARE. 





IE 



HAUNTED TRANSILVANIAN MAN- 
sions, magic stones, books bound in 
human skin and lead turning into gold are 
the things this graphic text adventure 
from Audiogenic is made of. The things 
you will most remember however are the 
sixteen plus minutes taken to load (yet 
more tea!), no save game option and no 
abbreviation of commands except the 
compulsory directions and inventory; 
you type everything in full, usually over 
and over again. 

To be fair the adventure itself is very 
playable, with a small but adequate 
graphic idea in the middle of the screen 
and your commands and responses 
appearing undramatically underneath. 
The usual two word noun verb system has 
been used for your input with the 
program showing a reasonable amount of 
tolerance in its vocabulary. 

You are set the task of collecting 
various items cunningly hidden by the evil 
Graf Von Schwarzherzen, the villain. 
When these are collected together in the 
right room of the mansion you will be able 
to transform lead into gold. 

All you are given in the way of help is a 
magic amulet, reputedly from darkest 
Africa which changes colour in the 
prescence of black magic, you also get a 
rather too helpful help command. 

The major criticism of this adventure is 
that it almost takes longer to load than it 
does to solve — its far too easy. It's fine if 
you're a novice adventurer but pure 
"canon fodder" to any adventure buff. I 
recommend it as a first adventure but stay 
clear otherwise. 

M.T.U. 




QQOQQ 




MESSAGE TO RONNIE: NUKING THE 
Ruskies isn't such an easy task, not if this 
sequel to the excellent Beach Head is 
anything to go by. 

There are seven scenarios to master in 
order to reach a successful conclusion. 
The really good thing about it is that there 
is a demo facility which allows you to take 
control at any stage and practice your 
skills. So what do you have to do? First you 
have to'get your planes out of the hangar. 
You can do this one at a time to attack the 
Russian missile site or you might decide to 
take several out and have some on 
standby. To reach the enemy silos you 
have to make an attack run through 
enemy airspace. Unless you fly very low, 
the radar will pick you up and then guess 
what, they shoot at you. You have to 
destroy all the missile silos before you can 
make your attack on the Soviet defence 
centre where you have to kill the 
protecting soldiers, destroy the tanks and 
open the doors to get inside the reactor 
room. Once inside you have to neutralise 
the reactor room robots to make the nasty 
little thing overheat. Escape alive and you 
win. 

Should you choose to accept this 
mission, it's pretty hard but nevertheless 
pretty good — albeit in questionable 
taste. K,M. 



DON'T USUALLY LIKE PLATFORM AND 
ladder games much, probably because 
'm not very good at playing them, or vice 
versa. Because of this the program was 
double tested by an independent panel of 
dedicated players aged 9 to 14. 

As a variation on most other games of 
this type the ladders are dispensed with 
and in their absence you are provided 
with a jet pack which is activated by 
pressing the fire button. 

I found this preferable to the usual 
method of fire +stick to jump. 

You are in a space garage, so the story 
goes, and must collect randomly placed 
fuel pods from one side, before returning 
to re-fuel a randomly placed space ship on 
the other. Just to make things interesting 
there are strange bouncing objects in the 
way (aren't there always?). You lose one of 
your three lives if you touch these or the 
edges of the platforms which are, of 
course 'live'. You also have a limited 
supply of oxygen, indicated by a gauge at 
the top of the screen. 

With on screen scoring, five levels of 
increasing difficulty (you may start on any 
level), a high score table and excellent 
graphics and sound, the game is better 
than many others of it's kind. 

The general consensus of opinion 
from the panel was: difficult but great fun. 

D.J.T 



Software reviews 



Space Ace 2101 
* * * * 

Ozisoft 

CBM 64 + loys' 
keyboard 

NOW I KNOW HOW HAN 
Solo fell when he was a 
mercenary before Star Wars! 
This is an intriguing game. Not 
only are you concerned with 
wiping out the aliens, but also 
with the maintenance of your 



ship and indeed keeping 
yourself out of galactic prison 
when fines are imposed on you 
and the cash has run outl The 
idea of this game is to destroy 
the alien robot factory which is 
stationed somewhere in the 
Mhiyken system of planets. 

Once the game is loaded, 
you are given a certain amount 
of money with which you buy 
fuel. To gain more funds you 
have to leave the safety of the 
fuel station or the intergalactic 
hyper-market and tackle some 



of the nasties waiting for you 
outside. When you shoot an 
alien a bounty is paid and if you 
survive to enter the atmosphere 
the counsel of that planet will 
pay you. If you have committed 
an offence they will ask for 
payment themselves. Not only 
can you do the above but since 
there has been a little light 
colonisation you can also 
transport the occasional 
traveller to another planet. This 
will, again, enable you to raise 
the money for fuel. I think the 



best way to describe this game 
is as a monetory arcade 
adventure. The graphics on this 
program are not of exceptional 
quality but when you compare 
the size of the program 
something had to be cut down. 
The quality of the sound on this 
package is, again, lacking in 
that all important 'zip'. If all 
things are taken into 
consideration about this 
program it is quite good, but 
for me at least the graphics let 
the side down. 



Eddie Kid lump 
Challenge 

★ * * * 

Memotech Software 
Communications Ltd 

CBM 64 + Joystick (or 
keyboard) 

COMING COMPLETE WITH 
an Official Contender Card 
and an Eddie Kid sticker, the 
Eddie Kid Jump Challenge is a 
must for any budding BMX 
fanatics. Once fastloaded in, I 
saw an eye-soar — standard 



graphic blocks to display the 
title page. I must admit that at 
that point I was a little sceptical 
of the rest of the program, but 
when I entered the actual 
game it soon redeemed itself. 

The basic idea with Jump 
Challenge is to jump as many 
cars as possible without 
crashing your motorbike. 
Sounds easy enough, but when 
you play it, it is a totally 
different story altogether. 
When attempting a jump you 
have to gain the correct speed 



and position on your bike. 
Failing to do that will lead to 
the inevitable crash in which 
we witness Eddie Kid bouncing 
along the ground! I must point 
out that the review copy did 
not contain the "jumping 
barrels on a bicycle" section so 
I shall just concentrate on the 
motorbike section. To control 
your motorbike you use either 
the keys or a joystick; changing 
gears has been put on the 
function keys and the brakes 
are on the space bar. 



One point I found amusing 
during playing the game was 
that when you crashed, and 
after Eddie had hobbled off the 
screen, it displayed a message 
asking whether you enjoyed 
hospital food! I found that after 
crashing several times and 
being asked the above, I was 
dying for the screen to clear so 
that I could try again. You can 
actually have some fun 
popping wheelies and crashing 
(shows what son of mind I 
have). S.L.F.P. 



Frenzy 
* * * * 

Micro Power 

£7.95 

CBM 64 + Joystick (or keyboard) 

I FOUND THIS A DIFFICULT PROGRAM 
to review. Upon loading, my first 
impressions were of a game with only 
adequate sound (which, reminded me of 
a TV commercial for cigars, very soothing) 
and graphics which are, to be fair, less 
than adventurous. You may by now be 
wondering how come I gave it four stars. 
Well things are not always as they seem 
and after playing for half an hour or so it 
dawned on me that not only was I having 
fun but that the game is really quite 
complex. 

To set the scene: you pilot a robot craft 
around the edge of a scientific research 
centre within which roams a string of 
subatomic particles. By pressing the fire 
button your craft can be driven into the 
centre, leaving a green trail as it goes. By 
then driving to any side, the area enclosed 
by the trai will fill with colour, the object 
of the game being to trap the particles 
within the coloured area and so destroy 



them. Two things hamper your effors. The 
first is that if the particles touch your trail 
before you complete a move then you 
lose a life. Secondly, at higher levels there 
are small shining things called chasers 
travelling along your trail whose touch is 
fatal. 

The 'robot craft' is in reality a small 
diamond shaped object, the 'research 
centre' a blank rectangle and the 'atomic 
particles' look like a string of small beads. 
However, I found the game to be so 
engrossing that the lack of fancy graphics 
did not detract from the pleasure of 
playing it. 

Your score and remaining lives (you 
start with three and gain an extra one on 
completion of levels 3,6 and 9) are 
displayed along the top of the screen. 
Down the side is a gauge which indicates 
the percentage of screen filled. 

In later screens the number of 
particles and chasers increase as does 
their speed. At first glance similar to STIX 
from SUPERSOFT, FRENZY for my money 
is the better game, simple in concept yet 
addictive and definitely value for money. 

D.j.T 




EOGQ0 




LEARNING ASSEMBLY LANC- 
uage can be a daunting task, 
especially if you're learning 
from a book and assembling by 
hand. Try it and see! This 
program is a nice friendly utility 
which will be of value to 
beginners. Probably the most 
user unfriendly aspect of the 
program is the long time it 



takes to load. Judging from it's 
size and speed of operation, I 
guess that the program is 
written in BASIC and compiled. 
Not that I have anything against 
BASIC, but the length of the 
main program limits the 
amount of RAM available for 
source codes to 15K. More of 
that later. 

The package is essentially 
an assembler, disassembler and 
simple monitor. Your source 
code is created with the aid of a 
file manipulation routine. The 
code is entered as numbered 
lines similar to those used in 



SOFTWARE 



VI' ' 




BASIC. The assembler uses two 
passes and therefore allows 
you to use labels for loops and 
memory locations. The usual 
pseudo op-codes for tables and 
specifying assembly location 
are supported. The source 
code can be saved and loaded 
from storage at any time. The 
assembler has the usual 
facilities allowing symbol 
tables, full listings and output 
of errors. Source code can be 
assembled to memory or to 
device. The latter is handy if the 
object code overwrites any 
memory currently in use. 
Overall the assembler 
functions well at a fair speed, 
but I haven't had a chance to 
see how it handles a source 
code of significant length. 

To assist in debugging your 
object code, there are one or 
two handy tools. First you can 
disassemble any slab of RAM. 
The disassembler code is fully 
intelligible with all relative 
branches listed with their 
actual location. Probably the 



most useful part of the package 
is a trace facility which enables 
you to step through the 
execution of code without it 
ever crashing!!. ...what bliss. 
The only fly in the ointment is 
that the trace scrolls the screen 
mucking up any display your 
code may be generating. 

The remainder of the 
package gives a simple monitor 
allowing the manipulation of 
object code. I'm rather 
surprised that a proper monitor 
is not included, especially since 
many of them are public 
domain. 

On the whole this is a very 
handy package which is easy to 
use. The limitation of size and 
source could be a problem, 
especially since linked files are 
not supported. For this reason 
and the relatively slow execu- 
tion (compared to machine 
code), I feel that this package 
isn't really suited to the serious 
programmer. For the beginner 
and enthusiast, it's unbeatable. 

A.W. 




Jet Boot lack 
* * 

The English Software Company 



IE 



AFTER LOADING, THE TITLE SCREEN 
displays the player's options. The titles 
and options are large and chunky and 
hard to miss and give rather a cheap look 
to the whole thing. There is a tune 
accompanying the titles which sounds 
original but childish — somewhat like a 
hurdy-gurdy. 

On the options page, you may choose 
1 or 2 players and the skill level (being a 
practice level or one of 5 other levels, 
each harder than the previous one. The 
higher the skill level the greater the 
number of nasties to contend with and 
the fewer the number of fuel pods. 

Once a screen has been completed, 
you may start your next game at any 
screen number up to that one, but not 
beyond. It is therefore possible to 



complete all the screens on the practice 
level and then shift directly to the last 
screen at any skill level required. 

Jack the Lad zips across the screen by 
way of his super fuelled boots. When Jack 
is moved, sparks fly from his boots and his 
fuel consumption quickens. He is 
supposedto be whizzing around a record 
pressing plant collecting musical notes. 
However, each screen is basically the 
same as the one before but with extra lifts 
to move around on, resembling 
something from Manic Miner. 

Jack can move up and down the screen 
by way of the lifts. If he stands over a lift 
gap, he is killed, but with the aid of his 
boots, he can overshoot these gaps 
without falling into them. Maybe the 
game could have been more exciting if he 
couldn't transverse the gaps at all. He can 
also travel on conveyor belts and 
conveyor trollies. 

Collecting the musical notes increases 
your score. You may replenish your 
depleting fuel by head butting the 
overhanging vinyl pods containing boot 
fuel. Be careful however not to head butt 



the hanging rock formations. You can 
duck under these by pressing the joystick 
fire button. 

At skill levels 1 to 5 you encounter the 
bugs and gremlins previously mentioned, 
hanging from the vault's roof. There are 
various types of bugs and gremlins but 
many can be disposed of by travelling 
above their heads and bouncing up and 
down on them. 

I rather liked the graphic Jack, 
especially the way he shrugs his shoulders 
to duck under the rock formations. The 
remaining display did not impress me very 
much and showed very little imagination. 

As this game is supposed to represent 
someone's trip around a record pressing 
plant, it would have been nice to have had 
some music of sorts in the background. 

After a short while, the game became 
boring and very repetetive. 

Possibly this game is geared to the 
younger end of the market and it should 
do quite well there. But I don't think this 
will be a best seller. Others may find it 
enthralling and addictive. 

S.E. 



Software reviews 



Di's Baby 




Bad Taste Software 
£6.95 

64 




HAS THIS GAME HAD PUBLICITY OR 
has this game had publicity? Most press 
comments have concentrated on the 
abject bad taste of the subject matter. And 
me? Well I shall concentrate on the poor 
quality of the offering. The concept of the 
game is naturally royal and centres on 
whether or not dear old Charles and Di 
should be allowed to bring another baby 
into the world. The game is in five 
different parts, all of which fail to live up 
to expectation. The first screen is full of 
lavatorial humour with a lousy space 
invader imitation with Charles zapping 
incoming potties with toilet rolls avoiding 
flying nappies, etc. Screen two has 
Charles in a platform game trying to get 
past all the obstacles and get a bit of 
privacy with the lady. Enough said, I think, 
the only reason I've gone this far is 
because of all the publicity and I wouldn't 
want you wasting your money. 

K.M. 




Time Trucker 
* * * * 

ASK 

£7.95 



THIS IS AN EDUCATIONAL GAME WITH 
the main aim of teaching time skills. In it 
you take the role of a lorry driver going 
round farms collecting produce and 
delivering to a central depot. You have 
the choice to be one of three levels of 
truck driver and to go round one of three 
courses. Each choice of driving level gives 
a different game and the route maps give 
the difficulty factor; thus, there are nine 
possible games. The three routes are a 
map which is printed in the book, a secret 
map with random road blocks. 

The three games all involve picking up 
the fruit and vegetables from various 



farms on the maps and watching the 
clock. In 'Trainee Trucker' you have to log 
your time at the various farms; this is done 
by converting the time on the analogue 
clock shown and putting it onto the digital 
display. Once this is done you can collect 
your order and deliver it to the depot. In 
'Trucker' you must still collect the farm 
produce but instead of logging in you 
have to watch the time display as the farms 
open only at certain times and you are 
working in two hourly sessions. 'Truckers' 
is similar but the farms are open for only 
fifteen minutes each. Each of the games is 
great fun and, with the added difficulty 
levels, can be fast and furious. 

The graphics and sound were of a high 
standard and 'Novaload' meant there was 
no long waiting for the game to load. 
Overall a good program which at it's 
higher levels benefitted from playing with 
a partner. 






WHAT A BIG YEAR IT'S BEEN FOR 
young Tony Crowther, author of such 
favourites as Blagger, Killer Watt, Loco 
and more recently from his new software 
house — Gremlin Graphics, Percy the 
Potty Pigeon and Monty Mole. Tony, is 
just one of the games authors improving 
the standard of British software with each 
release and his latest, Suicide Express, is 
no exception. 

As we have come to expect by now 
from Tony, the graphics were excellent 
and a rollicking soundtrack by Sky played 
throughout the game also. The game itself 
is quite reminiscent of the arcade classic 
Super Locomotive and more especially 
one of his afore mentioned releases, 
Loco. 

As soon as the game was loaded, a 
voice greeted me saying, "Welcome to 
Suicide Express", which acted not only as 
a bit of a surprise but also as a further 



excitement tonic for things to come. I had 
read from the inlay card that it was my job 
to drive the Suicide Express as android 
SCIH-PARG and to "clear the planet 
Nilmerg of all alien life and threatening 
dangers in order to make it fit for human 
habitation." So with that I pressed the fire 
button of my joystick and the voice said, 
"Get ready.. ..Go!" I was off and straight 
away I could tell this game was going to be 
great. 

The screen splits in two with a side on 
view of the train in the top half and a plan 
view of the tracks, your train and the 
nasties in the other. The super smooth 
'wrap-around' scrolling graphics give a 
real feeling of speed as the Suicide Express 
hurtles down the tracks pursued by jet 
bomber aeroplanes and a hovercraft with 
other trains heading straight for it too. 
You have to be really quick on the fire 
button if you want to survive this game! 
However don't think you just blast 
everything in sight with a never ending 
stream of bullets; they have to be col- 
lected on your journey from ammo dumps 
at the side of the track. To add insult to 
injury don't think you can collect and 
hoard your ammo either because, if you 



collect more than 50 pieces of ammo, you 
explode anyway! 

The driver of the Suicide Express 
certainly gets a raw deal but, as the old 
saying goes, "You can't have your cake 
and eat it." Other dangers include 
scavengers and watchers. It all seems very 
one sided but do not despair! Unlike Loco 
you can control the speed of the Suicide 
Express which, although maybe a 
seemingly minor point at first, can be a 
real bonus once you realise its potential in 
order to get the really high scores, a task 
made not too difficult as there are loads of 
points to be gained via the generous 
scoring system (you get 1000 points when 
you first start off as well as getting a further 
1000 points each time you die). 

After giving the game your best shot 
and finally losing your 3 lives, the voice 
reads out your score. 

With 14 levels of play and 32 screens 
this game is certainly not for the faint 
hearted. However, the excellent scrolling 
graphics and the fabulous soundtrack 
make this game horribly addictive and yet 
another Crowther commodore classic. 
Dare you travel the tracks alone? 

R.B.O. 




The French Mistress (level A) 
The German Master (level B) 

★ * * * 

Kosmos Software 
£9.95 (each) 
CBM64 



THESE TWO PROGRAMS HAVE THE 
same layout, method of use and aims so I 
have decided to review them as one. The 
two cassettes form a comprehensive 
language teaching program and have on 
each of them sixteen lessons and an 
overall control program. This control is 
recorded on side 1 of the cassette and, 
therefore, it is essential to load it before 
doing any of the seven segments on this 
side or the nine on side two. The control 
program contains the various options 
available; these include an option to load 
either a specific lesson or the next in the 
sequence and a variety of ways to run the 
lesson once chosen. You can type in your 
own words, phrases and translations to 
form new lessons; you can use the test 
mode to check whether you have learnt 



anything. You have a further option to 
save your lesson on a cassette once you 
have created it. 

The languages are presented on two 
tapes each. Tape A contains lessons 
covering a wide range of every day 
vocabulary. You can learn the words for 
members of the family, parts of the body, 
shopping, the countryside, days, months, 
seasons, living creatures and food. Tape B 
has further vocabulary and has lessons on 
verbs and their tenses, adverbs, adjectives, 
conjunctions and other aspects of the 
grammar of the language being studied. 

Both programs are well presented, 
easy to use and could be of use to anyone 
studying French or German either at 
elementary or exam level. It could even 
be of use to those contemplating foreign 
travel. I have found only one drawback 
and that is that there is no way to actually 
learn the pronunciation of the words in 
the programs. What a pity there is no 
sound tape to accompany them. However 
both of these sets coulcf be of use as an 
adjunct to other lessons. 

M.W. 



THE 



1STRESS 



1 





The Magic Sword 
★ * * 

Database Publications 



ADVENTURE GAMES WHICH CHILDREN 
can play are few and far between. The 
adventures on the market are generally 
too difficult for the average child because 
of the amount of reading or reasoning 
involved. This is a great pity because the 
strategy behind them is so important in 
the development of skills such as reading, 
logic and mapping techniques. 

Now the software houses have seen 



the potential market and recently I have 
seen two: Creative Sparks' 'Dangermouse 
and the Black Forest Chateau' and 'The 
Magic Sword'. 

The Magic Sword comes as a book and 
cassette package. The book is a delightful 
fairy tale telling the story of how Princess 
Poppy one day is so bored that she 
wanders around her castle home and its 
environs looking for something to do. 
Unfortunately she is captured and 
imprisoned by Bad Bertha the Witch, who 
then throws away the key. Her would-be 
rescuer Prince Freddy is turned, by the 
wicked witch, into a frog thus dashing all 
hopes — that is where the young reader 



comes in. 

The cassette contains an adventure 
which anyone who has solved the Hobbit 
will find trivial but which should keep the 
under-ten occupied for a fair amount of 
time. There is no tricky keyboard entry to 
be undertaken. One letter commands 
have been built into the program and 
there is no need to look' as all that has 
been implemented. One criticism I have 
is that the text is all in upper case lettering 
(a mistake which adults tend to make 
when writing for children). However apart 
from this the package is delightful espec- 
ially its simple but beautiful pictures in 
both the book and game. M.W. 



Ancipital 
* * * ★ 
Uamasoft 

£7.50 
BM 64 



4 



ANCIPITAL IS JEFF MINTER'S LATEST 
contribution to the welfare of sheep, 
goats, Llamas and others. The game 
instructions are so comprehensively 
detailed that a user manual wouldn't have 
been out of place. If the instructions seem 
tedious, a bit of patience reading them 
will be worth it as the game would baffle 
anyone without them. Once play starts, all 
will become clear — well let's say less 
incomprehensible. 



Although Mr. Minter takes a chop at 
adventure games in the forest of 
instructions, this game could, very 
loosely, be termed an arcade adventure. 
There are 100 screens or chambers to 
explore each offering different joystick 
fodder from alarm clocks to British Rail 
logos — everyone's pet hate is 
thoughtfully provided. 

Ancipital, a goatish half-human jumps 
about from wall to wall — north, east, 
south and west — blasting the fiendish 
hallucinations until a sufficient number of 
them crash into a wall, weakening it, and 
allowing ancipital to enter the 
neighbouring room where, likely as not, 
another extermination technique is 



required. If any screen turns out to betoo 
difficult, the player can always retrace his 
steps. But, beware being trapped in two or 
three adjoining rooms with a lack of 
baddies to zap. The whole package has 
the quality that has become the author's 
trademark — fine graphics too numerous 
to mention and background music and 
sounds maintaining interest from the 
intro track (courtesy of Genesis) during 
the fast Novaload until goaty's inevitable 
demise. If there's a spare gift voucher 
from Santa, it won't be wasted acquiring 
an Ancipital and lovingly caring for it — it 
shouldn't gather dust anyway. 

R.M. 





THE 
GERMAN 




§ 



I * J ' ■ * --— — - 



Henry goes to screen 1, which is the 
clothes cupboard. Here he must collect 
gloves, boots, money bags etc and avoid 
the batty buttons and stomping boots. 
When all is collected (including the key to 
the exit door), Henry must make his way 
to the exit. Upon reaching this point, the 
screen clears and a display of Henry 
crossing a corridor from room to room is 
given which is quite delightful. 

Room 2 is the bathroom, but Henry is 
not here just for the Royal Wee. Collect 
rubber ducks, soap brushes etc, avoid 
touching the sponge and bath taps and 
watch out especially for the dripping tap. 
If Henry pulls the plug at the top right of 
the screen, then the bath empties of water 
revealing further goods for our Royal 
Magpie to collect. 

The kitchen can be a dangerous place 
for a youngster and this is so in screen 3. 
Don't get hit by the falling eggs, pop-up 
toast (with good sound affects) and falling 
tin can, but collect all the trifles, biscuits, 
cakes etc and avoid the hot tea pouring 



Software reviews 



The hardest screen, of course, is last, 
Henry's Creepy Dungeon, complete with 
Witch (could it be an Aunty in disguise) 
and ghosts. The parrot appears again (in 
fact it could be a vampire), but this time it 
homes in on you (homing parrot?). Show 
him the sign of the crucifix to scare him 
off. Complete the round tour of the house 
and you end up back in the Clothes 
Cupboard at screen 1. 

This game is very close to being a 
graphic adventure. Each screen is totally 
different from the others, which makes it 
a joy to play. There are a lot of surprises in 
store amongst the excellent graphic 
representation. In fact, it is close to being 
a cartoon of sorts. The link between 
screens is excellent. It will be a long time 
before I fall out with this game. I could 
play it time after time without becoming 
bored. 

This game should appeal to all ages 
and I think prove to be excellent valuefor 
money. It is well thought out and 
different. S.E. 




Henry's House 
* * * * 

The English Software Company 



AT FIRST GLANCE THIS APPEARED TO BE 
a game based on that old TV children's 
favourite. Hectors House. The screen 
display on the insert card seemed to point 
to this until I spotted the note "starring 
Little Henry", with a Royal crown above it. 
I then realised after reading further that 
this is a game depicting Little Henry's 
Royal Romp through the rooms of his new 
home. Whilst the packaging is 
unimpressive, I found the software 
enthralling. 

The title display appears on screen to 
the tune of 'Rule Brittannia', after which 
you are treated to a brief demonstration 
of the 8 screens of the game. 

You are Little Henry and have 3 lives to 
negotiate the game with. If however you 
lose all your lives, you may commence 
your next game from the screen you were 
last on instead of being returned to screen 
one. This is a superb feature and dare I say 
"Hooray for Henry". 

Henry has come a long way since birth 
because for one so young he appears to 
be able to walk quite happily and is 
clothed extremely well. 



randomly from the teapot. Get to the 
door and exit to screen 4, the Lounge. 

Again, objects must be collected, but 
watch out for the parrot escaping from his 
cage and flying around the room. Don't 
let him get you. I'll not give away any clues 
at this stage, but a sequence of collections 
must be set up. In the lounge is a cuckoo 
clock (complete with noisy cuckoo), a 
television set on the blink and a raging fire 
(where did they get their coal from). 

And so to Henry's Playroom — screen 
5. Each screen has different 
accompanying noises and this one is 
packed by a clockwork whirring. The 
floating 'Teddy' bears (sorry) a 
resemblance to Nookie Bear, but must be 
avoided at all costs. Collect the toys and 
parcels, jump into the aeroplane and then 
parachute down amongst the other toys 
(maybe Henry wants to be an SAS Soldier 
when he grows up), but don't get 
clobbered by Mr Jack-in-a-box. 

Next is the nursery. Negotiate the 
obstacles for the collection of dummies, 
sums etc. Each item collected extends a 
ladder up to a shelf for you to collect items 
from that shelf. 

Dinner is called on screen 7 in the 
dining room where goodies such as 
bananas, hamburgers and other eatables 
etc can be found. The 2 mad chefs can be 
nasty if you get in their way, so be careful. 
Negotiate the cooked turkey on the 
dining table. 



' 

©oo»« ** 



Whether you want to write 
arcade or adventure games, 
you'll be interested in finding 




MANY COMPUTER PROGRAMMERS 
are not entirely familiar with what BASIC 
will do, let alone machine code. They 
might very well have an idea for a new 
knockout game but lack the ability put it 
into practice. Even if the game could be 
coded in BASIC, it would be too slow to 
be worth considering. 

There have been several games 
designers for the Sinclair Spectrum and 
the trend seems to be continuing for the 
Commodore machines. 

A games creator should provide the 
user with a number of machine code 
routines that will first allow him to 'build' 
his game in simple, easy steps. It also 
provides him with an operating system to 
combine these various modules into a 
working game: the user simply describes 
what he wants and the program does the 
rest. 

I have assessed five games designers — 
four for the CBM 64 and one for the VIC 
20. One of these is an "odd-man-out' so I 
shall look at this first. 



Scope 64 ISP 
£17.95 (cassette) 
CBM 64 



■ 



Although Scope 64 calls itself 'The Games 
Designer', it is not for those who are 
unfamiliar with writing their own 
programs. It does not actually help you 
design games but is an extension 
language that gives you 46 extra 
commands which greatly assist in 
producing a program that will handle 
graphics, sound and animation at a higher 
speed than ordinary BASIC. 

Using these new commands, a 
program or subroutine is written in a 
series of REM statements. It is then 
compiled by the Scope master program 
and re-written intoanotherspecifiedarea 
of memory. It may then be called via a SYS 
command (like a machine code routine — 
which it resembles) from your BASIC 
program. 

In effect, it enables you to write 
machine code subroutines, but it does not 
help you design a program: you must 
already know how to build up a sprite or 
define the path your player will take when 
he jumps... If you know how, Scope 64 will 
make it easier and faster. 




Complete programs could be wjjtten 
in Scope alone but I suspect most users 
would use it for handling subroutines that 
need a greater speed than BASIC can 
provide. Only single statement lines are 
permitted, so programs tend to get a bit 
lengthy quite quickly! The documenta- 
tion is well sprinkled with examples and, 
at £17.95, it is well worth considering if 
your programming ability is ready for it. 
Once compiled, a Scope routine is 
independent of the master program and 
may be used in your programs. 



Adventure Writer 
Codewriter 
£24.95 (disc) 



The Quill 

Gilsoft 

£14.95 



To all intents and purposes, these two 
programs are identical. Both are written 
by Graeme Yeandle. The Quill isavailable 
on both- cassette and disc; Adventure 
Writer is on disc only. The latter appears 
to be a version produced for the 
American market now coming back to its 
country of origin! Some text is altered 
slightly but the core program remains the 
same — databases created on one will 
quite happily work with the other. 

Adventure Writer comes complete 
with a working adventure ready to load or 
inspect via the operating program, al- 
though you will have to load Magician and 
not Sorcerer as stated in the instruction 
booklet! 

These programs will help you produce 
a first class adventure program, with 
absolutely no knowledge of machine 
code or BASIC. All you need is the idea for 
the adventure itself, the locations, 
descriptions, objects to find and above all, 



the reasons for joining all these together 
into a linked adventure. The end product 
will run on its own, not needing the 
creator program to help it run. 

I shall offer one word of warning 
though: adventures are, by nature, often 
complex in structure. Do make sure you 
have yours clearly set out on paper. 

Of the two instruction books. 
Adventure Writer is the best. Both give 
you a worked example to key in but 
Adventure Writer gives a key by key 
account that is slightly more helpful. 

On loading the program, you will be 
presented with the main menu. From 
here you can start to produce your 
masterpiece, commencing with your 
locations and their descriptions. 

The programs use the 'business mode 
character set' (upper and lower case) plus 
the graphics symbols shown on the left of 
each key — accessible via the 
Commodore Shift key. Although you may 
be a bit daunted by the lack of the other 
graphics characters at first sight, it is 
possible to produce suitable pictures to 
accompany your text. 

Once you've typed in your locations, 
you then move on to the Movement 
Table, Object Descriptions, Object 
Starting Locations, Messages, Vocabulary, 
etc. Each step is logical and well 
documented. You can even check how 
much memory you have left to play with. 

While typing in text (graphics), all 
sixteen colours (and reverse) may be used 
to advantage — just remember that if you 
are using a monitor, an ordinary TV might 
not have the same colour separation/res- 
olution. So, refer to the CBM instruction 
book for good colour 'mix and match'. 

Complete games or databases may be 



oftware 





saved to disc or tape — save your growing 
database fairly often, just in case you 
encounter a problem. If using a disc drive 
and you get an I/O error, this may inhibit 
you when saving your database — to disc 
but not to tape (always have a spare 
cassette handy). 

The only criticism I have of the progrm 
is that you cannot overwrite (on disc) a 
database with the same name. This means 
that, if you are writing a large program 
you may have disc management 
problems. 

Both programs do what they set out to 
do and it is surprising what different types 
of 'adventure' may be created with the 
same basic tool. Neither company limits 
the use of any program you write, but they 
do ask that you mention their company 
name somewhere within the program. If 
the adventure is good enough, they will 
even sell it for you. 



The Games Designer 
Artificial Intelligence Products 
VIC 20 



The VIC 20 in it's unexpanded form 
(without extra RAM packs) has been sold 
in it's hundreds of thousands and sadly 
does not always get the attention it's users 
might wish. Artificial Intelligence 
Products (AIP) have produced a very 
clever games designer package that needs 
no extra money. 

The cassette includes three games for 
you to play and/or edit. The games are 
simple but reasonably effective and in 
themselves will prove a fair amount of 
fun. Using the editing facilities it is 
possible to either build up a game from 
scratch or alter the existing games to your 
choice. 



AIP claim that in using their methods 
of games creations, you will get the 
equivalent of 19K within the 3.5K VIC 
memory. This is achieved by loading the 
editing programs one at a time — 
performing one operation (or an 
associated series) and then storing the 
results by POKE the data to an isolated 
block of memory. 

Having finished one aspect of editing, 
the next editing program is loaded — this 
does not disturb the data in memory but 
of course overwrites the previous 
program and effectively uses the same 
program area again and again. ..whilst 
building up a steadily increasing database 
for your game. 

Having created your database you 
finally load the 'Main Came Base' in order 
to play the game. This program provides 
the operating system that uses your stored 
database. 

Each game has the same basic pattern 

— you have to guide your 'player' from 
HOME to TARGET, avoiding various 
moving objects along the way.. .and then 
return. Each time you reach either 
location you score points and the speed of 
the moving objects increases! 

Although this format may appear 
restrictive, it is surprising what variations 
you can build into such a simple scenario. 

The editing sections consist of: 
Graphics Editor, Screen Editor, Tune 
Editor, Sound Generator, Game 
Formulator and Game Saver. 

The Graphics Editor allows you to 
redesign 30 characters (each 8x8 pixels) 
from which you design your game. Four 
of these are used to create your 'player' — 
a different shape for the four possible 
directions of travel. The 'Aliens', 
opponents, call them what you will (!) are 
larger, being made up of a block of four 
characters; you may design two versions 

— left and right handed. 

Two characters are specified for 
HOME and TARGET and the other 16 
make up your scenery. A simple to use, 
expanded design panel is displayed as 
well as the 30 characters. 

The Screen Editor enables you to 
design the screen display, including the 
position of the aliens, HOME and 
TARGET. Meanwhile a scrolling reminder 
of what each defined character looks like 
appears along the top of the screen. Each 
character placed on the screen may be 
one of eight colours. 

The Tune Editor allows the creation 
of a theme tune of up to 50 notes covering 
two octaves (with sharps!). You may listen 



E 



No <% 
programming ^fc,% 
experience 
needed 
Included 
3 great, ready-made 
games 



Software 




to your tune at any time as you create it 
and it is easy to change any individual 
note. The Sound Generator provides 
three additional sound effects for 
collisions and reaching HOME and 
TARGET. 

The Game Formulator defines the 
speed of the game, what keys will be used 
(if not using a joystick), points scored and 
also the contents of a scrolling message 
across the bottom of the playing screen. 

Game Saver, does just that — saves 
your game database to tape for future 
playing or editing. 

Overall, considering the memory 
limitations of the VIC, this game creator 
gives you several interesting possibilities 
to explore. Although the moving 
characters do not alter as they move, the 
scrolling is smooth and effective. 

The games may only be played using 
the 'Main Game Base' so it is not possible 
to create a game independent of the 
'Games Designer'. There can be no profit 
from this package but at least you can get 
a lot of fun from only 3500 odd bytes! 



E 



Games Creator 
Mirrorsoft 
C1Z95 (cassette) 
CBM64 



This program comes on either disc or 
cassette, the latter using one of the now 
common rapid load systems — loads in 3% 



mins. It provides the user with the 'master 
creator' (redesigner/editor) program that 
already has one example game in 
memory. This you may either play or edit; 
the databases for two further games are 
on the reverse side of the cassette. 

The games supplied are on the 'Manic 
Miner', 'Scramble' and 'maze with nasties' 
types and provide reasonable games with 
good graphics. 

The editing/creating facilities are very 
good, are menu driven and are generally 
easy to operate. Up to five animated 
'aliens' are allowed, each with four stages 
of animation. The 'player' has eight stages 
— two in each of four directions. Also 
catered for are player/alien bullets and 
player/alien explosions. 

All sprites are created in a block of four 
characters (16 x 16 pixels) and are 
multicoloured (four colours). The sprite 
editor is very easy to use and sprites are 
shown in both full size and also enlarged 
in the editing display panel. 

The background scenery editor is very 
versatile. Three basic types of scenery are 
available: those that, 1) the 'player' may 
pass through 2) the 'player' may walk on 
or be stopped by 3) will kill the 'player' on 
contact. 49 different graphics blocks may 
be created for each of these three types, 
allowing a complex background to be 
built up relatively easily. The background 
can remain stationary or may be scrolled 
from right to left either slowly or quickly 



(for scramble type games). 

The tune to be played throughout 
the game repeats itself but the main 
theme can be quite long and one of five 
instruments may be selected to play it. In 
choosing to write this theme tune you do 
not have the facility to view or correct a 
tune already written but have to start from 
scratch. Once writing the notes (no 
sharps) you may 'play' it at any time and if 
necessary delete notes from the visible 
'page' — but no further back (seven 
'pages' of music may be written). The 
music produced can be very good but you 
must get it right the first timc.or start 
again from the beginning of the tunel 

Sound effects for 'player' dying, 
shooting 'aliens' etc are catered for and 
may be editid. Again this is easy to 
implement but the variations possible are 
not all that great. 

'Alien' movement may be very 
complex — up to 200 defined steps being 
allowed. Speed of animation, rules 
concerning collisions and how many 
aliens may exist are all variables you have 
at your control, allowing a very flexible 
and involved game to be developed. 

There are a couple of weak links 
though... One is that you must load the 
master game creator first to play any game 
— it is not therefore possible to create an 
entirely independent program. The 
second and perhaps more serious 
weakness is that you can only create one 
'screen', so that when you have 
completed/solved level 1, level 2 and up 
are exactly the same but with the option 
only of increasing the speed of the 
'aliens'. 



Conclusions 

Scope 64 is rather a special case and 
should only be considered by those who 
already have a fair understanding of 
programming. It works well and a 
compiled routine is not dependent upon 
the master program. You may use 
programs written with Scope 64 as you 
wish; there is no restriction on sale of a 
compiled routine. 

The two adventure writers The Quill 
and Adventure Writer both produce 
good quality products, indeed there are 
already a number of programs created 
using these programs, on the market. 

The two arcade creators. Games 
Designer and Games Creator both 
require the master program to be used, to 
function — selling games, so produced, is 
not possible, except through the 
publishers of the programs themselves. 
Nevertheless, they enable you to put 
together interesting programs for your 
own use and also give you the 
opportunity to demonstrate your 
potential as a games designer — and 
software houses are always on the lookout 
for good ideas. 




Type in the listing and save ii on 
a cassette or disc. Now RUN it 
and, if it has been entered 
correctly, you will be given the 
option of saving the object 
code to either tape or disc. On 
the other hand, if it hasn't, a 
screen error will appear. There 
are two possible error reports: 

1) (Not enough/too many) 
data strings 

2) Difference in checksum 
figures 

Reports # 1 speaks for itself. 
There is a total of 512 data 
strings to be entered. If you go 
above or below this figure, you 



will be presented with report 
#1. 

If you receive report #1, 
you will almost certianly 
receive report #2 as well. 

Locating the source of a 
checksum difference is much 
more difficult than tracing a 
'DATA STRING ERROR', as you 
must check each 'Hex string' 
separately until the offending 
line has been found. 

However, if you have 
entered the program correctly, 
you will now be given the 
option of saving the program 
code to either tape or disc. 

It will be saved under the 
filename 'MM64'. When it has 



been saved, verify it to ensure 
that there are no errors 
present. 

You are now the proud 
owner of an extremely 
powerful and versatile sprite 
designing utility. 



Using 
64 



M.O.B. Maker- 



Tape users may load the code 
by typing any one of the 
following statements. 

1) 'LOAD" 

2) 'LOAD"",1/T 

3) 'LOAD"MM64'" 

4) 'LOAD"MM64",l,1' 



64 Utility 



It does not matter which of 
these you use, as the machine 
code will automatically re- 
locate to the address from 
which it was saved — i.e. 
$C000 - $CEFF or 49152-52991. 

Disc users can load the code 
by typing either 'LOAD 
"MM64",8' or 'LOAD 
"MM64",8,T. 

After loading is complete 
(approximately 2 minutes for 
the cassette version), you 
should type 'SYS (64738)' + 
'RET'. 

This restores the '64' to 
power up condition, resetting 
any system pointers/vectors 
that may have been corrupted 
by the LOAD. 

Type 'SYS (52923)' t 'RET' to 
initialise 'M.O.B. MAKER-64'; 
the program title message, etc., 
will appear. 

I have supplied a compre- 
hensive guide to the various 
functions available to you and 
detailed explanations of their 
uses. 

To give you some idea of 
the program's ease of use and 
versatility, I designed a 
complete set of 40 'PACMAN' 
sprites in approximately 20 
minutes. 




Function List 



Function Number 


Function Name 


Keypress 


24. 


Change Screen 

f~nloi ir 


'RESTORE' 


Number 1. 


Cursor Home 


'CLR/HOME' 


25. 


Shift Sprite Right 'F7' 


2. 


Clear Home 


'CLR/HOME'+ 


26. 


bhitt sprite ten 


ty 






SHIFT 


27. 


Shirt Sprite Down hi' 


3. 


Cursor Right 


*-csr-'+SHIFT 


28. 


Shift Sprite Up 


'FT 


4. 


Cursor Left 


'-crsr-'+SHIFT 


29. 


Recall Sprite 


'£' 


5. 


Cursor Down 


' 1 crsr i ' 


30. 


H. Line 


r 


6. 


Cursor Up 


' iCTsrl '+SHIFT 


31. 


V. Line 


'F' +SHIFT 


7. 


Cursor Slow 


< . ' 
§ 


32. 


H.Wipe 


'D' 


8. 


Cursor Fast 




33. 


V. Wipe 


'D' +SHIFT 


9. 


Enable 


'W' 


34. 


Reverse Video 


'9' 




Wraparound 




35. 


Invert Sprite 


'1' 


10. 


Disable 
Wraparound 


'W' 


36. 


( Rotate H/R 
180° Sprite 


'R' 


11. 


Enable 


'M' 


37. 


( Rotate M/C 


'R' 




M-Colour 




38. 


Rotate Sprite 90° 'R' +SHIFT 


12. 


Disable 
M-Colour 


'M' 


39- 


Change Sprite 
Colour 


'#' 


13. 


H. Fill 


< • 


40. 


Transfer Sprite 


•@' 


14. 


V. Fill 


' '. ' +SHIFT 


41. 


Swap Sprites 


«•* 


15. 


H.Rub 


'Del' 


42. 


Merge Sprites 


' 1 ' 


16. 


V. Rub 


'Del'+SHIFT 


43. 


Load Sprites 


V 


17. 


H. Space 


•Spc' 

'Spc'+SHIFT 

V 




(Tape) 




18. 


V.Space 


44. 


Load Sprites 


V 


19. 


Sprite Page + 




(Disc) 




20. 


Sprite Page - 




45. 


Save Sprites 


'S' 


21. 


Change MC #1 


T 




(Tape) 




22. 


Change MC#2 


'? 


46. 


Save Sprites 


'S' 


23. 


Change Cursor 






(Disc) 






Colour 




47. 


Quit 


Q' 



E 








IE 



Explaining function uses 



1. Places 'Cursor' at top left hand corner of grid. 

2. AS ABOVE but also clears grid and sprite definiti 
J. Moves 'Cursor' one place to the right. 

4. Moves 'Cursor' one place to the left. 

5. Moves 'Cursor' down one place. 

6. Moves 'Cursor' up one place. 

7. Slows cursor movement. 

8. Speeds cursor movement. 

9. When Wraparound is enabled, the cursor will re- 
appear on the left if it moves off the right. 

10. When Wraparound is disabled, the cursor will s 
when any of the four extremes of the grid 
reached. 

Enables Sprite Multi-Colour Mode. 
Sprite Multi-Colour Mode, 
bit and moves cursor one place to right, 
bit and moves cursor down one place, 
ut one bit and moves cursor one place to left. 
Rubs out one bit and moves cursor up one place. 

17. Rubs out one bit and moves cursor one place to right. 

18. Rubs out one bit and moves cursor down one place. 

19. Advances to next sprite definition. 

20. Moves back to previous sprite definition. 

21. Updates Sprite Multi-Colour register 1. 

22. Updates Sprite Multi-Colour register 2. 

23. Changes cursor colour. 

24. Changes screen colour. 

25. Moves Sprite one bit to the right. 

26. Moves Sprite one bit to the left. 

27. Moves Sprite one bit down. 

28. Moves Sprite one bit up. 

29. If you destroy a sprite definition by accident, this 
function will restore the sprite to its original 
condition. 

30. fills in all the bits from the left to the right of the grid. 

31. Fills in all the bits from the top to the bottom of the 

grid. 

32. Wipes out all the bits from the left to the right of the 
grid. 

33. Wipes out all the bits from the top to the bottom of 
the grid. 

34. Reverses Sprite Video. 

35. Rotates Sprite through 180 degrees through the 
horizontal (X) axis. 

36. Rotates a standard hi resolution sprite through 180 
degrees through the vertical (Y> axis. 

37. As above but with a multi-colour sprite instead. 
Note: When 'R' is pressed. Function 36 is executed if the 
multi-colour mode is off and Function 37 is executed if 
the multi-colour mode is on. 

38. Rotates sprite 90 degrees. (See Special Notes). 

39. Updates Sprite colour. 

40. Transfers a sprite definition from page x to page y, 
where x • the source page and y = the destination 
page. 

41. Swaps Sprite definition x with sprite definition y, 
where x = the source sprite and y = the destination 

rite. 

es the definition of sprite x with t 
n of sprite y, leaving the result in sprite pa 
y, where x = the source sprite and y = the destinatio 
sprite. 

43. Loads Previously Saved Sprite Data from Tape. 

44. As Above, but loads from Disk. 

45. Saves the desired sprite blocks to Tape. 



Special Notes on Function Number 38 

2107654321076543210 



7 6 5 4 3 



on 



oo 
01 
02 
03 
04 
05 
06 
07 
06 
09 
10 
11 
12 
13 
14 
15 
16 
17 
18 
19 
20 









: : ' 






1 




■ 










■ 


■ 












































■ . 
■ 


— 




■ 










— 






■ 






















. ■ : 






— 

■ -:- 














. ■ 










































, — i 






































■ i 

-- T 






■ 




- ; 


■ ■ 






































h ; 


_ 


' ■ ■; 












































'. ■' 
























































































-J 


1 














































1 






















































■ ■ ■ 


■ 




















































































■ 1 






















































■ 




■ ■ 


- ■ 












































. 








































— 




— 


— 


1 

'■ X ' 
"■"t- 


— 

- ■ ■ 
. ■ 








































■ 


■ ■ ■. ■ 








































■ ■ ■ 




■ 1' ' 












































. . . M . J 
I 1 



















































































As most of you are probably aware, the CBM 64 'Sprite' is 
not perfectly SYMETRICAL ie. it is 24 bits wide by 21 bits 
deep and therefore it is not possible to rotate it perfectly 
through 90 degrees. Therefore you should avoid using 
the areas that I have shaded, when you are using this 
function, in order to get the best results. In any case, if 
you decide to use the whole sprite area, you may relocate 
the sprite definition using functions 25-28 inclusive and 
then fill in any bits that have been lost off the edges. 




Special notes on 
functions 40 41 & 42 

The same general rules of use 
apply to each of the three 
functions listed above. 

As you will have seen in the 
notes on function uses, x = the 
source (start) sprite page and y 
= the destination (finish) block. 

Before selecting any of 
these functions, you must 
select the source block by 
using functions 19 & 20; ie. 
'Sprite Page*' and 'Sprite 
Page-'. 

Now press the key 
associated with whichever 
function you use to use; ie. '@', 
'*' or ' f '. You will now see the 
sprite block number flashing at 
the bottom of the screen. Use 
functions 19 & 20 once more to 
select the destination block 
and once you have selected it, 
press 'RETURN' to execute the 
function. There are two 
important points to note which 
are as follows; 

1. Pressing 'RUN/STOP' 
while engaged in any of these 
three functions will return the 
computer to normal code of 
operation without any changes 
having being made. 



2. After pressing 'RETURN', 
the function will be executed 
and the sprite page number 
will be reset to that of the 
source block; ie. if you transfer 
sprite no. 137 to block no. 232, 
after accomplishing the task 
the page number will return to 
137. 

Special notes on 
Function number 45/46 

When this function is called, 
you shall be presented with the 
message 'Save Sprite Data to 
Device'. 

Below this, you will be 
prompted by 'From Block 
Number V and a flashing 
cursor. 

Type in a number between 
128 and 255 and press 
'RETURN'. Now you will be 
prompted by 'To Block 
Number ?'andaflashing cursor 
once more. 

Again, type in a number 
between 128 and 255 and press 
'RETURN'. 

You now are requested to 
enter the filename but 
remember, only the first 16 
characters will be accepted. 



= 



64 Utility 



Then you will be given the 
option of saving to tape or disc 
or abandoning the routine. 

As a final point, I mention 
that any number out of the 
range (128-255) incl. should not 
be accepted e.g. 127 or 256. 




But I have a confession lo 
make! Here lies the only 'BUG' 
I could find in the entire 
program. 

If you type any single digit 
number except (2) you will be 
presented with the message 



Program listing 



'Input Invalid, Redo from 
Start'. You may well ask 
yourself why this is so and it 
took me quite a considerable 
time to figure out why myself. 

The reason is that '? is 
accepted as 200 and this 



number is within the 'Legal' 
limits. Likewise, '13' will be 
accepted as 130; '25' as 250 etc. 

So the bug is not so bad 
after all as it may be used to 
your advantage. 



s gosubibobo 

IB 

15 

ae 

as 
?e 

35 
46 
45 
3* 
55 

ee 

65 
7B 
75 

ee 



M. D. 



M A K E R - 64. 



M 

39 

tee 

■ le 
lae 

130 

i4e 

ISO 

iee 

176 

sea 

£10 

see 

836 

ase 

£69 

a?e 

280 

ase 
3oe 

31B 
350 
33B 
34B 
356 
366 
460 
4 16 
43Q 
4?0 
446 
445 
456 
460 
476 
436 
496 
366 
516 
3Z8 
533 
340 
330 
566 
576 
366 
390 
G06 
610 
see 

700 
900 



REM I ■ 1 I I I ■ I I 1 I 1 ■ I t I t I I I I ■ I ■ I 1 I I ■ 

PEM I I 

REM I 1 

REM I « 

REM II DESIGNED & WRITTEN FOR II 

PEM i» K 

REM II'VOU R C OMMO D O R E'H 

REM ! i I « 

REM I i BY JOHN MC HALE . SLIG0 . II 

REM II ii 

REM I EIRE -- <C» NOVEMBER 1 984 . n 

REM n > ' 

REM i l III! II I l I l I :i ( I I I I I t t l I 111 ( l I 

REM •••■••*••••*•*•••••■••••■••••••* 

REM • • 

REM • CONVERT HEX STRINGS TO M.COOE» 

REM • • 

REM •*••••••*•*•*•**«•• •*•••••• 

i sA-4gt3atcs-0!Sc-e 

I READHEX*i IFHEX*»"END-THEN£6e 
FORC»0TQ7 

H-ASC »MIO«'HEK**,C»£» 1 , 1 > > -461 I FH ^THEW »H - 7 
L-ASC CMlO«<HEX».C*£+£ . 1 ) • -401 IFL >9THENL"L-7 
BYT-H« 16»HCS-CS+BYTIP0KESA«C,BYT 
NEXTC- * 

SC*SC»I !Sft-SA*8iG0T01 16 
REM •*■•>•••*••*»•••••«••• 
REM • « 
PEM « ERROR TRAPPING . • 
PEli • • 
REM •••••••■■•••••••*•«••• 

IFCS"5I l65BANOSC-5iaTHEN400lREM NO ERRORSypROCEEO TO NEXT MOOULE 
PRINT-,JgJ'i :PEM [CLR/HOME 1 / f WMT 1 ✓ € RVS.'ON 1 

PRINT-ERRORS MADE IN PROGRAM ENTPV AS FOLLOWS i i REM IRV5/0FF 1 
IF5C »31£THEN346 
IFSC>5I£THEN316 

PRINT-NOT ENOUGH "II G0T0388 
PHlNT-TOO MANY 

PRINT-DATA STRINGS ENTEREO " I PR I NT 
IFCS-51 I65BTHEN366 

FP I NT "ERROR IN CHECKSUM COUNTER • " 1 ABS •: 3 I 1 636-CS >l PR INT 
PRINT"YOUR FIGURE ■MCSI" MV FIGURE - 311656" 
PR I NT i PR I NT "CHECK PROGRAM LISTING CAREFULLY '"IST0P 
REM •••■>•••**•*•••••■•••>•••••••• 

• * 

• HEX DATA ENTERED CORRECTLY ■ 

• » 



REM 
REM 
REM 

REM MMIUIMnitMIMimiMIM* 

P0F.E53£8I ,6>P0KE33£86,14 
PPINT-^J": iPEM (CLR/HOMEl.' tBLU) 

PRIHT-HE« TO MACHINE CODE CONVERSION COMPLETE. • 
PR 1 NT " THE OBJECT CODE OF THIS PROGRAM WILL NOW* 
PRINT-BE SAVED TO EITHER TAPE DR O I SK UNDER " 
PR I NT * THE NAME * 1CHR*<34 >l "MM64 - I CHRS04 it".- 
PR I NT l PR I NT " "f-JOTE TO DISK USERS" I REM IWHT) 
PR INT ~B "i REM IBLK1 

PFINT'UTHE CISK USED TO STORE THIS PROGRAM MUST" 
FP INT-HAVE BEEN PREVIOUSLY FORMATTED AS THERE " 
PRIHTMS NO FORMATTING ROUTINE BUILT IN , THE " 
PPINT-PISKS USED FOR ST0PAGE OF SPRITE DATA 
PRINT-SHOULD ALSO BE FORMATTED." 

PPIHTiPRItlTiFRINT-pRESS fj ' BRF TURNS ' 12 TO CALL THE SAVE ROUTINE. •$ 

FOKE 157,64 

U*ITI9?,1 

■Yfisesae 

FR INTiPP INT-MOW VERIFY THE CODE 
PR INT -HAS BEEN SAVED CORRECTLY' 
END 

REM ••••■■••••■••>•*••••*•**••*••• 



TO ENSURE THAT IT" 



310 PEM . 
9E6 PEN • 
936 PEM a 
940 REM t\ 
1668 REM 



MACHINE CODE FOR M.O.B MAKER • 



I API 

iooa 

1603 
16B4 
1663 
1616 
1636 
1030 
1040 
1050 
1066 
1670 
1080 
1830 
I 100 
I 1 18 

I iaB 

I 130 
I 146 
1 130 
I 166 
1 170 
I 180 
I I9A 
I £00 
1310 

iaae 

1£30 
1£40 
1250 

i£se 

1378 
I £60 
1290 
1366 
13 16 
13 11 
I 3 1 £ 

13 13 
1314 
1313 
1380 
1330 
1348 
1358 
I 366 
1370 
I3B8 
1396 
I4HB 

14 IB 
|4£0 
14 30 
I44B 
1438 
1460 
1470 
14S0 
149« 
1-0* 
1910 

isee 

1520 
I54B 
1330 
1366 



PEM i 
REM I 
REM I 
PEM t 
DATA 
DATA 
DATA 
DATA 
DATA 

da r*i 

DATA 

OAT* 

DATA 

DATA 

OA T A 

DATA 

OA IA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

OA TA 

DATA 

OAT A 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

REM I 

REM I 

REM I 

REM I 

REM l 

OATA 

DATA 

RATA 

DATA 

DATA 

DATA 

OATA 

DATA 

DATA 

DATA 

OATA 

DATA 

DATA 

OATA 

OATA 

OATA 

DATA 

OATA 

OATA 

OATA 

OATA 

OATA 

DATA 

OATA 

OATA 



BLOCK 6 



1 I I I I I I 



*r0OO - «C0FF i 



I I ( I I 1 1 



1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 

"8E8F 32BOB 1 8C98A0 * 
"AB839a9099AOA683" 
-9830989900359998 • 
-6re6BeeF8EA89398* 
■9£899483A08£BC8F- 
'83B8A08E958Oa£B3 ■ 
■3£A8BOABABABABAB • 
■ A69 7 9£ 8 1 908 1 9£BF ■ 
•958E84AOA0A0A8A8- 
* BA AO60 AF838F6C AE " 
"AOAeA0A6A993£0D£ ■ 
-FFA98E£6D8FFA98B- 
"£eO£FFA90EeO£0Pe- 
"4908808 I O8A806BO ■ 
•FFBF90I A84B063C8- 
■8DEP84BD8BC890AA 1 
•03BDI 1C09OEA06A9- 
-6 1 30 I A0B9DE £0890 * 
■AAO99OEAOACAO607 ■ 
■A£ I BA9A6906F67B0 " 
- lOC09O9767eD38Ce- 
"90BF87A96 I9DFFD7- 
" 906F0BA96A9097DB " 
"A9079PBFDBCAO8DA- 
-A£B7A8868A990£04 ■ 
•998A8499 18B4A90U" 
" 998AD9A96E99 I £08 ■ 
•C8CAE0AFOBE6A900 ■ 
"85FB85F0A964B5FC " 
" A9D885FEA808A060 ' 
-A9A991FBC89IFB49- 
■ 0 1 9 1 FD889 I F OA0 I A ■ 
i ii ti iii 1 1 1 1 1 iii ii i mi ii 

BLOCK I < •C16B - «C1FF 

1 1 1 1 1 I 1 1 111 ill"* II II II • *•« 
"9 1FD49819 IFBA3FS" 

- 1 869£8B5FB85F0A3 ■ 
-FC69B0B3FC69U4B3 ■ 
-FEE8E8I7O8D0A9B0" 
•8SFD83FEA9£B83FB- 
• A96483FC A£08A08n • 
-A5F09 1 FBCBA5FE9 1 ■ 
"FBA5FB18692863FB" 
•A3FC698083FCA5FE ■ 
' 1 8690 I C9BA0664E6 * 
■FOA9B683FEE8E813" 
• D0O466A96O95FEA8 - 
- 6 B6 A£ 6 FE 66F C 9087 ■ 

- 1 BP5FB9BB2E6FELA " 
■D0EF83FD68AD84CF ' 
"B3FBA948B3FC£05B " 
■C I A3FO8D03CFA3FE " 
■ 6066C F60£673C I A9 * 
•£A.:-3F385F8A9B4B5- 
■ F AA9DBB5FCA960B5 - 
-0£Heil0A£8aBIFO8A- 
- 4 S300E A 95 1 85F 7 A9 " 
•01B3F8£6CBC14CC 1 " 
"C I A9£EB5F 7A388F6 • 
■F068CAD0E£C8C03F " 



E 



Program listing 




IE 



1570 
1530 
1590 
1600 
1610 
1620 
I6D0 
1631 
I CM 
1633 
1634 
1635 
1640 
1650 
1660 
1670 
1660 
1690 
1700 
1710 
1720 
1730 

1740 

ITS* 
1760 
17 70 
1730 
1790 
1300 
1610 
I HO 
1330 
1640 
1350 
I660 
1570 
1330 
1890 
1 rO0 
I 310 
I3S0 
1930 

1 340 
1950 
135 1 
1352 
1353 
1954 
1955 
I960 
1970 
I960 
1390 

2000 

?nie 

i3c0 
2636 

£050 
2O€0 
2070 

2060 

2000 
ioe 

2 1 10 

a i20 

? !30 
e mo 

2! 50 
21*0 
217* 
2 180 
2190 
2200 
2210 
2220 
2230 
2240 
2250 
£260 



OAT A 

DATA 

DATA 

DATA 

DATA 

OATA 

DATA 

PEM ! 

PEM i 

REM i 

REM i 

PEM i 

DATA 

DATA 

DATA 

OATH 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DA T A 

DATA 

DATA 

DATA 

DATA 

DA TA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

PEM i 

REM ! 

REM I 

PEM I 

PEM I 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATh 

DATA 

DATA 

OnTA 

DATA 

DATA 

DATA 

DATA 

DATA 

OAT A 

DATA 

DATA 

OATH 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 



'OOO960SA4B3B4&A4 * 
■02A5F791F9A3FB91 • 
■FBCBC018O015A5F9- 
" iee92895F9S5FBA5- 
'FA690085F A630495 ■ 
'FCA000840268A868 ■ 
' AA60AD00CF35F oAP • 
i i i ■ ■ 1 1 1 1 t 1 1 ■ 1 1 i ■ i i rt i i i i 

BLOCK 2 < SC200 - «C2FF 



■ I I 

: 

i i 



t ■ i i : i i t t ■ i : i i i i i i ■ i i ■ i i t ■ 

"0ICF65FBAC03CF60- 

" AD05CF 85F C AD06CF - 

"85FDAC07CF6020FA" 

■C IB 1FA297F9 1FA48 • 

-A5F8 1 8690485FB6B ■ 

"C92ED004H900F002 ■ 

"A 30 13IFA6020 16C2 ■ 

■AC03CFC8C0 1 9D0 1 A" 

"AD0FCFD00 160A980' 

"80 1 4CF AO07CF 3SE 9 ■ 

"02 3D07CFA90 13003 ■ 

"CF600C 03OFAO 1 4CF " 

"4AO0O5EE07CFA9B0 ■ 

-nD|4CF6PAO8O0229" 

■01F0C220IGC2ACO3- 

"CF98D0 1AAD0FCFD0" 

'0 1 60A90 I 8D 1 4CFAD " 

"07CF 1 86302BDO 7C F " 

■A3 1 88O03CF608C03 " 

*CFAO 14CF0AD085CE" 

•O7CFA9018DI4CF60- 

•2016C2AE02CFE8E0" 

■ 1 600 1 F AO0FCFOP0 1 ■ 

"60A9298O00CrA904 - 

-3D01CFA9013D03CF " 

"AD07CF3BE93C8D0 7 * 

-CF603E02CFADO0CF ■ 

• I869283D00CFAO0I ■ 

"CF69008D0ICFAD07" 

•CF 1859038D07CF60" 

"ADBD022301F0B 120" 

" I6C2AE02CFCA001F" 

: i i ■ i t i i I : : i I i ■ s i t ■ i i i i i i i 



BLOCK 3 



4C300 - SC3FF. > ! 



i i ■ ■ ■ i i i i ■ i i i ; i t : : s 

• AD0F CF D0P 1 60A949 - 
•6D00CFA3078D01CF* 
•A9 I56OO2CFAO07CF ■ 

■ 13693C8O07CF603E- 
"02CFAD0OCF38E928" 
"BDOOCFAD0ICFt9O0" 

■ 6O0 1 CF ADO 7CF38E9 " 
■83SSD0/CK6020FAC 1 " 
*B 1h '143809 IFAA5FB " 
" 13*-9O485FBAO09CF " 
"3 IF A6OA203BO0AC F ■ 
"098O9OAD07AO0FCF " 
"D00S&D I 7C0O003BD ■ 

■ I AC03DC A07ADOACF ■ 
•DO05bOl7C0D003BO" 
* IAC09DO707A90I9D" 

• ADOB9OCAD&SOO7CE:■ 
"CAO0CA6e;?0FACIA^• 
"5l9l•*M200eC^BlFC• 
' ?D 1 4C F9 I FC6020F A ■ 
■C 1A92E9IFA2008C2" 
"AD14CF49FF3IFC31 ■ 
"FC6078AD1 1D0297F" 
"901 IO0A30O8O12D0" 
■ AD 1 AD0090 1 8D 1 AD0 ■ 
" A3E A&D 1 403A9C38O " 

■ 15O3AD0EDC29FE8O" 
"0EDC "S360AO I 9D009 " 
•0 18D 1 3D063A36&AA ■ 
■6340A90I2C I9D0F0- 
"F3AO0BCFBD2 lOOAO ■ 
- 0HL F D004A900F082 - 



2271 

2272 

2273 

2274 

2275 

2280 

2290 

2300 

2310 

2320 

2330 

2340 

2350 

2360 

2370 

2360 

2390 

2400 

24 10 

2420 

2430 

244? 

2490 

.?4b8 

24 70 

2480 

2430 

2500 

2510 

£520 

2530 

£540 

2550 

2560 

2570 

2560 

2590 

2591 

2592 

2593 

2594 

£595 

2600 

2610 

2620 

2630 

2640 

2650 

2660 

2670 

2680 

2690 

2700 

2710 

2728 

2730 

£740 

2750 

2760 

2770 

2780 

2790 

2800 

2810 

£B£0 

£630 

£840 

2850 

2860 

2870 

2880 

26?0 

s see 

2910 
291 I 
2312 
2913 
2914 
£915 
2920 



REM I 

PEM I 

REM ! 

REM s 

REM i 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DAI A 
DA TA 
DATA 
DATA 
DATA 
OATA 
DATA 
DATA 
DATA 
DATA 
DATA 
OATA 
OATA 
OATA 
REM 
PEM 
REM 
PEM 
PEM 
OATA 
DATA 
DA TA 
DATA 
OATA 
DATA 
DATA 
OATA 
DATA 
OATA 
OATA 
DATA 
OATA 
OATA 
OATA 
DATA 
DATA 
OATA 
DATA 
OATA 
OATA 
OATA 
OATA 
OATA 
OATA 
DATA 
OATA 
DATA 
DATA 
OATA 
OATA 
DATA 
PEM 
REM 
REM 
REM 
REM 
DATA 
DATA 



! 



BLOCK 4 



i I I I i i 



SL400 - 4C4FF 



i i ■ i i i i t ■ I I I i i ! : : i i 
■A30F3D1CO0A£04AD- 
•0ECF9D26D0AD04CF ■ 
"9DF707CAU0F 1A900" 
■SO 1 £DO4COCC3£008 ■ 
•C2AO00B IFC49FF91 " 
"FCC6CO3FO0FS4C8C ■ 
-C 1 640A0 1 E AEE09CF ■ 
"60EE0ECF60EE25O0- 
■60EE26O060AD0FCF ' 
■49016D0FCF4C53C3" 
-ADOAC F490 I&D0ACF ■ 
••4C53C32O08C2AOO0" 
"989 1FCC8C03FO0F9" 
"4CBCC 1AIIBD02290 1 " 
-FO03i-O5BC4£0l6C2' 
" A9293D00CF A9049D ■ 
-01CFA20 I8E02CF6E" 
"83CFCA8E87CFA9&0" 
•80 1 4C F60AO8D0229 " 
"O I4B208CC368O003" 
-4C35C24CA8C2A080 * 
"0223O 1DO062O73C2 " 
■4C66C420F7C£4C9E- 
"C3AO8O0229O 14620 " 
"9EC368O0034C35C2" 
"4CA8C2AE I3CFCAQ0" 
■01608E 13CF60AE 13" 
-CFE8E00 IO0F 46020 " 
' 75C 1 A000B 1 F D9920 " 
"CFC8C03FDOFB6020 " 
"/5C1A000B920CF91 ■ 
"FOC8C03FD0F64CBC ■ 
I I i ■ 1 i i I I ■ I I I 1 I I I : 

< «C500 



■ I 



£940 
£950 
£960 
2970 
2300 
£990 
3000 
3010 
3020 
3030 
3040 
3050 
3060 
3070 
3030 
3090 
3100 
3110 
3120 
3130 
3140 
3 150 
3160 
3170 
3180 
3190 
3200 
3210 
32S6 
3230 



i BLOCK 
I 

i i ■ 1 1 1 ■ iiii 1 1 ■ i tit i ■ i 

- C 1 AE 04CF E8O00 1 60 " 
■8E04CFA203BO0ACF ■ 
* 18690 1 C93AD009A9 " 
■ 3O9D0AC FC AO0EE60 • 
-9D0ACF2053C320DF ■ 
"C44C8CC IAE04CFCA* 
"E07FO08I606E04CF ■ 
■A203BO0ACF3BE90 1 " 
■C9£FO0OCA9399D0A ■ 
■CFCAD0EE602008C2- 
-A2 I5A000B 1FC0A91 " 
"FCCBB 1FC0A9 1FC90" 
" 0888B 1FC09O 19 1FC " 
■C8CBC003D0ECA5FC" 
" I8690385FCA5FO69" 
•0085FDCAD0O44C8C" 
•C 1 2008C2 A2 1 5 A002 ■ 
"B 1 FC4A9 I FC88B 1FC " 
•4A9 I FC 9008C8B 1FC ■ 
•09809 1FC8888C0FF ■ 
"O0ECA5FC 18690385 ■ 
"FCA5FO690085FDCA ■ 
-O0D44C8CC 1 2008C2 ' 
-A214A5FC18693C85- 
"FAA5FD690085FBA5 ■ 
•FA38E90385FCA5FB- 
■E90085FOA000BIFC ■ 
'9 1FHC3CO03D0F7A5' 
•FA3BE903B5FAA5FB" 
■E30035FBCAD0DBA0 * 
■00369 1 FAC8C003D0 ■ 
"F94C6CC12008C2A2- 
i i i i i i i 1 1 t ■ i i i i i t i : i 



I 

- SC5FF > ! 

: 

iiii 



t ■ I ■ I i i 

BLOCK 6 < SC600 - *C6FF ) 

■ I I I III 1 1 1 1 1 It 1 1 1 fl ■ I ft til I ('I 
" 1 4A5FC 1 8690385FA ■ 
"A5FD698083FBA000- 



DATA 
OATA 
DATA 
DATA 
DATA 
OATA 
DATA 
DATA 
OATA 
OATA 
OATA 
OATA 
DATA 
DATA 
DATA 
DATA 
DATA 
OATA 
OATA 
DATA 
DATA 
DATA 
DATA 
DATA 
OATA 
OATA 
OATA 
OATA 
DATA 
OATn 



"B I F A9 I FCC8C0O3D8 " 
•F7A5FC 18690385FC " 
•A5FO630085FOCAD0* 
•D8A000989 1FCCBC0- 
■03D0F94C8CC I A200" 

■ 8A9D60C F 9DA8CF E 8 ■ 
-E048O0F52008C2A9- 
"6085FBA9CF85F9A0' 
"0AB IFC9 1FBC8C03F " 
■O8F7A9008502A203- 
•8A48A9&085FEA208- 
-6A49A9E085FAA9CF " 
•85FBA0009848B 1 F8 * 
"A£080A4890O8A40£ ■ 
"B I F A03FE9 IF AA5F A " 
• 38E90385F AA5F8E9 " 

■ 0O85F B68C A08E 368 " 
"A8C8C003O0D646FE " 
-A5FBI8630385F8A5- 
•F9690085F968AACA- 
•D0B6E60268AACAD0 * 
•A7A000B9A8CF91FC" 
"C8C03FD0F64C8CC I ■ 
"2003C2A5FC I8693C" 
■85FAA5FD690085FB ■ 
•A2OAA000B IFC48B I ■ 
• F A3 I F C689 1 FAC8C0 ■ 
■03O0F 1A5FC 186903- 
•85FC A5FD690O85FO ■ 
•A5FH38E90385FAA5- 




3£3l 
3232 
3233 
3234 
3235 
3240 
3250 
3260 
3270 
3280 
3290 
3300 
3310 
3320 
3330 
3340 
3350 
2 360 
3370 
3390 
3350 



REM I 
REM I 
REM 
REM : 
REM I 
DATA 
OATA 
DATA 
OATA 
DATA 
DATA 
OATA 
OATA 
DATA 
OATA 
OATA 
DATA 
OATA 
OATA 
DATA 
OATA 



BLOCK 7 < *t ?00 



t t i ■ i ■ i i i ■ t i i : i i : ! 
"FBE90085FBCAO0D2" 
■4C8CC 1 AE02CFCA86 * 
■FBA90385FC205BC I ■ 
• A6FO2008C28AA8A2 « 
•03A5029IFCC8CAO0" 
"FA4C8CC IAE03CFCA" 
■8A23F64A4H4A4820- 
"09C268A8A£ I 58 1 FC " 
-0OI4CF9IFCA5FC18- 
■690385FCA5FD6900- 
"&5FDCAO0E94C6CC 1 " 
" AE 03C FC H8A29F84A " 
-4A4A4&£008C266A8 * 
-A2 I5A014CF49FF31 ■ 
"FC9 I FCA5FC I 86903 ■ 
■35FC A5FD690085FO • 



64 Utility 



Program listing 




> t 
i 

■ 1 1 



3400 
3410 
3*488 
3430 
3440 
3450 
34S0 
3470 
3480 
3430 
3500 
35 IP 
3520 
3530 
3540 
3550 
3551 
3552 
3553 
3554 
3555 
3560 
3576 



DATA 
DATA 
DATA 
OATA 
OATA 
DATA 
OATA 
DATA 
DATA 
OATA 
DATA 
DATA 
OATA 
DATA 
DATA 
OATA 
PFM 
REM 
HEM 
REM 
REM 
DATA 
DATA 



■CAD0E74C8CC 1A30O 
■85024C06C7A9FFO0 
"F7AO8DO2290 I D094 
" 4C80C 7AD8002290 1 
■OOB64C86C72008C2 
"A000A300B5O28 IFC 
"A2084A4B90OAA502 
"0A090 1B5024CC2C7 
■066268CAD0ECA502 
•91FCC8CO3FO0DB6O 
"2O08C2A000B 1FC48 
"4A4A4A4A4A4A8502 
■69480A0A0A0A0A0A 
■ 1865028502684829 
• 304A4A 1865028502 
-6829OCOA0A I 88502 
1 1 1 1 1 1 1 1 1 1 1 II 1 1 1 1 



BLOCK 



3310 

3930 
3930 
3840 
3950 
3960 
3870 
3S7I 
3372 
3873 
3874 
3875 



I < I I 



- «C3FF 



i ■ i ■ i ■ i t i i i i i i i i :: : 
■3 1FCC8C03FO0CE60 " 
-AOOACFO00620ASC7" 



3890 
3980 
3910 
3920 
3930 
3940 
3950 
3960 

0 



OATA 
DATA 
DATA 
DATA 
OATA 
DATA 
OATA 
REM 
REM 
REM 
REM 
REM 
DATA 
DATA 
OATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 



•0C9D I 7OOA90A80 1 0 * 
- O0A30F8D 1 0D08O I 5 ■ 
-O0662O3OC3AC 1 3CF ■ 
■A200CAD0FD89O0FB ■ 
•60AO04CF8D60CFA2" 
"O3BO0ACF9DG6CFCA" 
■D0F720OAC82O9FFF ■ 
i i : : : : i : t t i i i i i i I I 



! I ! 



BLOCK 9 < »C9O0 - SC9FF 

■iiiitlttflllillllliiiill 
■A5C5C9OIF039C93F ■ 
"F02 IC928O0062O01 " 
•C54C IBC9C92BO003" 
"202CC 5A203BOAO07 • 
"49B09DAO07CAO0F5 ■ 
• , 4C>AC8AD60CF6O04- 
•CF A283BO60CF9O0A - 
"CFCAD0F74C23C520- 
•0BC2A5FC85C 1A5F0" 
"S3C2262BC320E4CB' 



I 

; 

) ■ 
i 

■ i i 




3590 
3599 
3606 
36 10 

36FO 
3630 
364P 
3650 

3-660 

36 70 

seeo 
=6 "in 

3736 

37 10 
3730 
3730 
3740 
3750 
3760 
3-"70 
37 60 
3790 



DATA "4C 16C820D0C7A215" 

OATA -A000BIFC48A002B1" 

DATA -FC A0OO9 IFCA00266 ' 

OATA ■ 9 1 FCA5FC 1 8690385 ■ 

DATA •FCA•:iFO690085FDCA■ 

DATA •08DE4C8CC 1 A90 1A8 ' 

DATA " AE 1 0C F20BAFF AD 1 2 ' 

OATA "CF A2F0A0CF4CBDFF * 

DATA "A0003B20CFFFC90O' 

DATA -F0O899F0CFCBC0I0' 

DATA "OOF 1BC 12CF6078AO' 

DATA * 13D0O90I8OI9POA9' 

DATA "0O8D I AD0A93 I PD 1 4 ' 

OATA ■03A9EA3D15O3A947 1 

OATA "8D I B03A9FE8D 1 903 ' 

DATA ■A9OO85C64CE8CC00 ' 

DATA -2904010180062000' 

OATA "660 1003 I 32386 I OB' 

OA TA -01 00002?808000O0 1 

OATA -A2 ISBOBFCSBOFFCE' 

DATA -CAO0F760P43A2462' 

DATA "248A24CAA208BOe3 1 

OATA -C89DFFCFCAO0F7A9' 



39B0 

3990 
4000 
4010 
4020 
4030 
4040 
40M< 
4060 
4070 
4OB0 
409O 
4 10O 
4 110 
4i20 
4 130 
4 140 
4 150 
4 lf.0 
4 170 
4 I dO 
4 I M 
4 191 
4 192 
4 193 
4 194 
4195 
42O0 
42 10 
4220 
4230 
4246 
4250 
4560 



DATA 
OATA 
OATA 
OATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
OATA 
DATA 
DATA 
OATA 
Om Th 
DATA 
OATA 
DATA 
REM 
REM 
REM 
REM 
REM 
DATA 
OATA 
DATA 
DATA 
OATA 
OATA 
DATA 



"4C23C5AO0OB IFC9 1 " 
"CI C8CO3FO0F76OA0 ■ 
-BOB 1FC4BB IC 19 IFC " 
■ 689 1 C I C8C03FOOF 1 « 
-60A000B1C1 1 1FC91- 
"C1C8CO3FD0F56OA2" 
■93A9C98E2E03BD2F ■ 
"034CE9C3A25FA9C9" 
"OOF 1 A27 1 A9C900EB " 
• 78A9A58D 1 B03A3C9 * 
■80 19035860EA4B8A ■ 
•489848EE0BCF63A8 " 
■68AAG8400OA96883" 
•FA85FCA905B5F8A9" 
•D985FPA2O8A00IBI " 
-FA48B 1FC363 IFC6B - 
"9 1FAC8CBC028O0EF - 
"A5FA18692885FA85" 
"FCA5FB69008SFBG3 " 
"0485F0C ADOD760AD " 
" OEDC 2 9FE 8D0E0C A5 " 
■O 129FB650 1 AEB4C9 " 
i i i I ■ t I : t i t : i ■ ( t I t I 



: i i 



BLOCK ]0 ' «CA0O - *CAFF > 



t i i 



"BD97C A65FBA9BS33" 
•FC205BC IA5FE 1869" 
"OO85FfcA000BIFD3B" 
"E807C8COeeOOF6A5" 
■ 0 I 0904B5O 1 AD0EOC " 
"03O1BO0EOCG0CEF0- 
-O7D0 I 9A3098DF00? " 



4270 
4260 
4290 
C30O 
4310 
4320 
4330 
4346 
4 350 
4366 
4370 
4380 
4390 

4400 

44 10 
44^0 
4430 
4440 
4450 
4460 
4470 
4460 
4490 
■i'^i 
4510 
451 I 

45 12 
4513 
4514 
4515 
4520 
4530 
4540 
4550 
4560 
4570 
4590 
4 5*0 
4600 
4610 
4620 
4636 
4640 
4650 
4660 
■le7P 
4690 
4690 
4700 
4710 
4720 
1730 
4740 
4750 
4760 
4776 
4760 
4790 
4300 

43 ie 

4820 
4930 
4631 
4532 
4B33 
4334 
4835 
4946 
4850 
4660 
4870 
4880 
4290 
u *O0 
49 in 
49B0 
493'© 
4940 
4950 
4360 
4970 



OATA 

OATA 

DATA 

OATA 

OATA 

DATA 

DA IA 

OATA 

OATA 

OATA 

OATA 

DATA 

OATA 

DATA 

DATA 

OATA 

OATA 

DAI A 

OATA 

DATA 

DATA 

DATA 

OATA 

DATA 

OATA 

REM i 

REM 

REM 

REM 

REM 

OATA 

OATA 

CATA 

DATA 

OATA 

DATA 

DATA 

OATA 

OATA 

OATA 

DATA 

DATA 

OATA 

OATA 

DATA 

DATA 

OATA 

OATA 

OATA 

OATA 

OATA 

DATA 

DATA 

OATA 

OATA 

DATA 

OATA 

DATA 

OATA 

OATA 

OATA 

OATA 

REM 

REM 

REM 

REM 

REM 

DATA 

OATA 

OATA 

DATA 

DAT" 

OATA 

DATA 

OATA 

OATA 

DATA 

DATA 

DATA 

OATA 

DATA 



" AEb4C9E8E 0B0OO02 " 
-A2008EB4C920EFC9 " 
"4C2ECA2065C9A98F " 
•85FA85FCA905B5FB- 
■A9D985FOA000A200- 
-8A48BOE8070A9DE6" 
"07900BA201A96C9I " 
•FA8A91FCD006A206" 
• A920D0F 3A5FA 1 863 " 
■2885FA85FCA5FBB9' 
■0O85FBS9D4B5FD68 * 
"AAE8E00SO0CA602O " 
•20 10 1205 13O50E 14" 
"O3OEO72027OD2EOF " 
•2e022£2O0OO I OB05 " 
- 122036 34272CO405" 
" I 3O9O7OEO504200 1 " 
"OE 04201712091414" 
"05OE2OO6OF I 22027 " 
" I90F I5I220O30F6O" 
"ODOFO40F 1 205272C - 
-OI0E200I 12071513" 
"20 13 1 00503090 I OC " 
"09131 420 10 1 5026C " 
■09O3OI I4090FOE2C" 
I 1 I I I I I I t I t t I I I I I 1 I I I I I I I I 

BLOCK 1 I < «CB0O - «BFF 



;■ 1 I 1 1 I I ■ I I 1 1 I I 1 1 1 I t I 1 I I I 1 I I 
"02 I52O0A0FO80E20" 
•0DO3C-003OIOC0520- 
■ IB2O2S0329200EOF " 
" 1605000205122031 " 
"393B342OIO2E2O10- 
" I205 1 3 1 32027 1 205 ■ 
"I4I5I2OE272014OF- 
-20131461 12I42E20" 
"2E202E2O2E202E2O " 
"DAC9209FFF A5C5A2 " 
•0OOO70CBO00FBO9O - 
"CB3D2E03BDBBC69O" 
"2FO36C2EO3EBE02O " 
"OOE760E AEAEAEA60 " 
■3302072COO3C0924 " 
■38 383935 30282B20- 
"21 1 1 030664052032 " 

• 151 32E3 I362A0D3E 1 
■6B6CF094A6B94550" 
"304 I 3935EFO 1 2C 1 E * 
'C8328 1 40FCB5CBD6 " 
•919B7F8C92AF87EA- 
•C4C2C2C4C4C4C4C4 - 
-C4C4C4C4C4C5C5C4 ■ 
•C6CCC5C5C5C5C4C4 " 
■C7CTC9C9C9CECECB- 
■A3932OD2FF2054C0- 
J?09CC12053C32OB2" 
•C34CBC C82O0BC26C " 
■2E032866C8A2OOBA- 
- ?O«AOOE8EO10D0F8" 

• M 1 5DOBD 1 00680 1 0 * « 
i i i ■ i i I I I I I I I I l I i i i I I 1 1 I I I 

1 BLOCK 12 < *CC00 - KCFF 



■ I I 

: 

) ■ 



i ■ i ■ i ■ i t i i i i i i i ■ s ; 
"DOBO I 7 DOB OOF CC 20 " 
"02FFE8E0 I C00F5A9 " 
"0E8O86O28O2OOO43 1 
"08302 IO04C2BCC93 " 
■098EO55 1554354 20" 
"2EODODA9O085C66C ■ 
-O203AOBO02290IOO- 
■034C68C84C36C6A7 " 
"B IA7A0BOA0348190* 
■ 85A.C A7B3A 7 AOBD AO ■ 
" 3439933BAC A79295 1 
■8EAF93948F90A7A0 ■ 
■BOA08292853 1 8BA2 " 
"28B03ECC90FF63A9" 



E 



64 Utility 



Program listing 




■1390 
■1990 
5880 
50 !0 
3020 
5038 

5050 
5060 
5O70 
33S0 
3890 
9 100 
5 ; 10 
3120 
5 130 
5! 40 
5 150 
5)3! 
5 1 52 
5153 
5154 
5)55 
5 160 
5I?0 
5 100 
5190 
5200 



OATA 
DATA 
DATA 
DATA 
OATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
PATH 
OATA 
DATA 
DATA 
OATA 
C ATA 
REM 
REM 
REM 
REM 
REM 
DATA 
DATA 
DATA 
OATA 
DATA 



-0 1 9OFFO7CAO0F260 1 
•A9F7A6F0A4FE4C08 " 
"FF204C4F4 I 442053 " 
■505249344320444 1 " 
■544 12046324F4O20- 
■444336494 3432E0O * 
-0020534 I 56452053 ■ 
"303fi493445ED444 1 ■ 
■544 120544F204445 ■ 
■364943452E20208O " 
•0D46524F4O344FS0" 
•2020424C4F434B20 • 
"4ES54D424552S03F " 
"2020454E54455220 ■ 
■4&494C454E4 14D43 
■3OI3O0AO0EDCO90I ■ 
•gD0EOC5860000000" 
-000O0800204E4 1 4D ■ 
I (4 1 1 1 I I I 1 1 1 1 1 1 1 1 1 



1 1 1 1 I II 



BLOCK 13 < «CD08 - «CDFF > 

■ tlllllllllllttlltllllltltl: 

-45203A2020494E50- 
-333420494E364 14C- 
■4944202C3243444F - 
"2046524F4O205354 " 
"415SS4MM800ODIF" 



5*72 REM t 

5473 REM I BLOCK 14 .* SCEO0 - «CEFF > 

3474 REM I 

3475 PEM i i i i t t i t : : : i : t : : i t i : t i i t i i ■ t 
5460 OATA -E8E0I4O0F52024CD" 

3490 DATA "AO IFCFF00628A1CE " 
5500 DATA "4CF6C0AD ) BCF85F8 ■ 
3310 OATA "A200BCO9CC20O2FF ■ 
5520 DATA "E&E00FD0F5A90D20 * 
5538 OATA -O2FF20D2FFA200BD * 
5540 OATA -FCCCS0D2FFE8E00e- 
3530 OATA "C0F32030C6A90D28 - 
5560 OATA -D2FF2067CCA5C5C9" 
5570 DATA • 3FF04DC938D004A9 " 
"560 DATA '8IO006C9IBD0EEA9- 
5590 OATA ■098O10CF203OCBAD" 
5600 DATA • I 1CFD80628D5FF4C" 
5GI0 DATA '95CEA5F7A4F883FC" 
5620 DATA " A94083FB203BC I A3" 
3630 DATA -FD83F7A3FE83F898" 
5640 DATA "85FC285BC 1A5FD18" 
5650 DATA -G94083FDA3FE6300- 
3668 OATA ••85FE2078CC20DDC8- 



1 3792 REM i I 
I 3793 PEM 1 BLOCK )5 • «CF00 - «CFFF > 1 
i 3794 PEM i 1 
I 5600 OATA •A90EBD20O06O21D0- 
13810 DATA -A9008D360eA500BD" 
'5BB0 OATA ' IOCF20D2FFE8E046" 

3338 OATA "D0F34C66CF936E08 " 

,5840 OATA M20454E54435228- 
13350 OATA -444556494345204E " 

336E OATA '4FSE202620305245- 
.5870 OATA ■5353202732453433" 

StM DATA "524E272E0D8O203 1 " 

3090 OATA "30544 150432O3A20- 

5900 OATA "383O4449334B2E0D- 

5910 OATA -0020444356494345- 

552© DATA -203A203F2008A900- 

5530 DATA "8O65CF20CFFFC920- 

5940 OATA "F0F9C90OF0038O63" 

3930 DATA "CFA90D20D2FF20O2 " 

5968 DATA "FF AO63CFC930900C ■ 

5570 DATA ■C93AP00B38E93083" 



/ 




IE 




52 18 


DATA 


5220 


DATA 


3238 


OATA 




DATA 


5250 


DATA 


5260 


OATA 


5270 


DATA 


5280 


DATA 


t 


DATA 


S30fl 


OATA 


53)0 


OATA 


3320 


OATA 


5330 


OATA 


5340 


DATA 


3330 


DATA 


5360 


OATA 


3370 


DATA 


3330 


DATA 


5390 


OATA 


5400 


DATA 


54 18 


OATA 


5420 


DATA 


5438 


DATA 


5440 


DATA 


3438 


OATA 


5458 


OATA 


5470 


DATA 


547 1 


REM t 



-CF9D I 8CF80 I9CFA0 1 
•0399 I4CFB8O8FA20" 
"CFFF C 920F0F 9C90O • 
-F00A39 13CFC8C003 ■ 
-O0EDA90O20D2FF20 ■ 
■02FFB9 14CFC93090 ■ 
-32C93AB02E3BE930- 
"B5FPe930C485FC20 ■ 
" 5BC 1 AD 1 8CF 1 865FD " 
- 3D 1 9CF AO 1 9CF63FE - 
"90 1 9C F88D0O4AO 1 9 ■ 
-CFD008AD I8CFC930- 
- 900 1 60A90 l&O 1FCF " 
■68206GC8A9068O2 I " 

* D0AC0E8O20O08O86 " 
■02A99320O2FFA90D - 
•20O2FF20D2FFA208" 

* AD 1 ICFO003BOB1CC- 
■D003BOAICC20D2FF- 
-E8E020D0EBADI ICF" 
■D0034C 1 8CE A200BO ■ 
■C1CC20O2FFE8E084- 
•D0F5BOC 5CC20O2FF ■ 
■E6E014O0F52024CD- 
" AD I FC FF08620A ICE" 
-4CC0C0A0 1 8CF 85F 7 " 
"AaH0BDC3CC20D2FF - 
i i s : i t t i i r i i i i i i ■ i i 



56 7C 
36=10 
5693 
5708 
3"M0 
3728 
S?M 
37-18 

sreo 

57F0 
3770 
576C 
5790 
3791 



DATA 
DATA 
OATA 
OATA 
OATA 
OfiTft 
DATA 
DATA 
DATA 
DATA 
OATA 
DATA 
OATA 
REM 



•2098C920OFC44CO0 " 
"CBA30OBO04CD20D2 " 
"FFE8E020D0F560A9 " 
■00801 1CF4C9 ICDA3 1 
■0IO0F620A8C3A98E" 
■eO28O020D2FFA906- 
"3D2 1 O8A90820O2FF - 
-A99328O2FFA90 I 80 " 
•F007A9FF8OB4C9A9- 
- !88D ! 3CF202ECA20 ■ 
• DDC3A5C5C 90 1 D0F 4 " 
-6868209BCE20ODC8 * 
•204 7CB4CF5CE0000 - 
I I I I 1 I I i i i i i i t I I I I i 



53t-0 
5990 
6000 
6010 

?0C"f> 

6030 
£040 
6R50 
6 363 
6870 
6880 
6090 
6! 00 
61 10 
9999 
1 



OATA 
OATA 
OATA 
OATA 
CATS 
OATA 
OATA 
OATA 
OATA 
OATA 
OATA 
DATA 
DATA 
DATA 
OATA 



•024C9CCF20AICEA2' 
■3A4C0FCFA502C90I ' 
-O0034CA9CFC90BD0' 
-E6AAA90O20D2FFZ0 ' 
-O2FFA92020D2FFA9 1 
"0085F AA9C0B5FBA9 1 
•0 ) A00320BAFFA9e4 1 
• A2ODA0CF20BDFF A3 ' 
•FAA200A0CF20O8FF ' 
•A30085C8604O4O36 1 

■ 3408000000000008 ' 



•tin 



isistlllll 10000 P0KE5328 I ,0i POK E53280,0 



10010 
18020 
10830 
10040 
10060 
10070 
10080 
10090 
10 inn 

toil a 

10148 
10 150 
IOI60 
10170 
10)80 



TS>" I >■ "PROGRAM MA ME 
TM<£ i ■ "AUTHOR 

T«<3>--WRITTEN FOR 

T* C 4 ) ■ "RELEASE DATE 



I 'M.O.B MAKER -64 • ■ 
I JOHN MC HALE 
I ' YOUR COMMODORE ' ■ 
: NOVEMBER 1984 
PR I NT "J- I PEM ( CLP /HOME 1 
F0RC-IT04 
L=LEN<T*<C>> 
FORO-ITOL 

PP INTM1D** T»<C ) ,D, I >l 

=ORTM"0TO39INEXTTM 

NEKTD 

PR I NT: PR I NT 
NEKTC 

PR INT t PR 1 NT I PR I NT " PLEASE WAIT - HEX CONVERSION WILL TAKE 

PR 1 NT" S SEVERAL MOMENTS ■" 

RE TUP N 



DUCKWORTH 
HOME COMPUTING 



WILL YOU STILL LOVE ME WHEN I'M 64 

Peter Gerrard 

Designed lor anyone who warns to produce the best sound from the 
Commodore 64, Ihis book explores fully the world of ring modulation and 
envelope generation, and the powerful filtering capabilities that make the 
creation of unique sounds so easy. Many sample programs are Included, 
covering three-part harmony, a proper synthesiser, generating sound effects, 
adding new musical keywords, musical interrupts and background tunes. 
There are sections on the chip that makes it all possible, the 6581 Sound 
Interface Device, and details of how to program the 64 to sound like many 
different instruments. £6.95 

Peter Gerrard is the author of Using the 64. and is a regular contributor to 
Which Micro?. Commodore Horizons and Personal Computer News. 

IMPOSSIBLE ROUTINES FOR THE COMMODORE 64 

Kevin Bergin 

These routines will enable you to utilise the more hidden areas of your 64. 
The book contains most of the answers to the questions that give you 
sleepless nights, and also provides an insight into how to approach future 
problems. The topics covered include protecting a program on tape or disk, 
moving Basic, scrambling programs, disabling control keys, and how tc 
make a program auto-run as soon as it's loaded. There is a collection of 
routines to speed up program execution using the internal routines on your 
64, and many other hints and Ops such as adding commands to Basic, 
downloading the Commodore character set to an Epson FX80, and producing 
screen dumps, etc. Each routine includes a documented listing, along with a 
general outline of the idea and a detailed look at how the program was 
constructed. £6.95 

Kevin Bergin is co-author of The Complete Commodore 64 Rom 
Disassembly and a regular contributor to Personal Computer News. 
Commodore Horizons and Personal Computer World. 

Write in for a descriptive catalogue (with details of cassettes). 






DUCKWORTH 

The Old Piano Factory. 43 Gloucester Crescent. London NW1 7DY 
Tel: 01-485 3484 



transfwms thf OMCCCRE 64 into a fill 
FEATURED PROFESSIONAL DATABASE SYSTEM. 
KITH UP TO 1000 QIAPACTEPS PER RECfPO 
ON UP TO 4 SCREENS. . . AND UP 10 128 
ITEMS PEP RECORD. DEFINABLE AS KEY. 
TEXT, NUMERIC. CONSTANT. RESULT OP DATE. 
IN FILES Of UP TO 16h CHARACTERS! SUPERfjASE 64 EVEN HAS A SPREADSHEET AND 
CALCULATOR CAPABILITY. CALENDAR FUNCTIONS. EASY INPUT FROM WRDPROCl SSOR IT? 
DATA FILES. BOTH MENU-ORIVEN AND PROGRAM OPTIONS. SORTING/SEARCHING. FU.LV 
DEFINABLE OUTPUTS... SUPEPflASE 64 IS ESSENTIAL IF YOU "ANT THE MJJT FROM 
YOUR 641 SUPPLIED ON 1541 OISK MITH EXCELLENT TUTORIAL /REFERENCE MANUAL 
PLUS AUDIO LEARNING TAPE... raD ootpc £39-^5- £88.00 



01P PRICE 



/- >*»- Jr^-A *OJR PROGRAMS 
Jf&tWTffW^ HILL REALLY 
V f TAKE OFF WITH 

DTL XTPflCX 64! 1001 COMPAII8LE WITH 
CBM BASIC, JETPACK COMPILES BASIC 
PROGRAMS INI0 MACHINE CODE. RUNNING 
UP TO 25 TIMES FASTER... Mj USING 
UP TO HALF AS MJCH MFMWY. TO GIVE 
FASTER LOADING. OR BIGGER PROGRAMS! 
AND IT EVEN ACCEPTS BASIC EXTENSIONS 
AND MACHINE CODE ROUTINES AS WELL! 

PRIE (My) £yrff r?5,?5 



c7Vlaster64 



HAS EVERYTHING 
YOU NEED FOR 
PROGRAMMING TO 
TOP PROFESSIONAL STANDARDS! BASIC IV. 
MACHINE CODE MONITOR. AND 85 POWERFUL 
NEW COMMANDS... INCLUDING TOOLKIT. 
BUSINESS BASIC. KEYED ACCESS FILES- 
DISK DATA COMPRESSION. rCPMATIABLE 
SCREEN 70NES, MULTIPLE SCREENS. DATE 
CONTROL. REPORT GENERATOR. 22-PLACE 
ARttHMFTIC SCREEN PLOT. SCREEN DUMP. 
a* more... ALL FOB LX M64._?Sj 



VIZAWRITE 64 



WANT IT TOMORROW? 



CALL US TODAY! 



ON 01-546-7256 



VIZASTAR 
VIMSPtlL 
EAST SCRIPT 
EASY SPELL 
$ I HOII'S BASIC 
FIGARO 64 



(0IS«) 
(DISK) 
(DISK) 
(DISK) 
(CART) 
(DISK) 



I»9r*S 189.00 
ISMS 149.95 
IWrflO 165.00 
1SO=00 141.95 
ISOrOO 141.95 
ISSrfS 175.00 



MULT I PL At (US) 
PflACTICALC 

practical: 
hone base 1-4 



STEPPING STONES (SUPERB*SE) 
PRINTLIKK 64 ( INTERFACE) 



PRICES INCLUOE 1SS VAT AND ARE 
CORRECT ON GOING TO PRESS. 
ORDER BT POST OR PH0MC, 'JSING 
CHEQUE. ACCESS/BARCLAY CARO OR 
OFFICIAL ORDER. DESPATCH IS BY 
SANE-DAT 1ST CLASS POST, PRE- 
PAID ORDERS FREE. PRODUCT DATA 
AVAILABLE ON REQUEST. REF AH 




ware 



VlZAKRIIE 64 IS A HIGH- PERFORMANCE! 
LOW-COST WORD PROCESSOR WITH ON-SCREEN 
FORMATTING. THAT TAKES FULL ADVANTAGE 
OF THE 64'S COLOUR. GRAPHICS AND MEMORY FEATURES... AND SUPPORTS VIRTUALLY 
ANY PRINTER! WITH A COWREHENSIVE AND EASY-TO-FOLLOW USER REFERENCE MANUAL. 

nZJMUTE IS THE ULTIMATE PERSONAL COMPUTER WOPO PROCESSOR! AVAILABLE ON 
CARTRIDGE <«&2_I3>. DISK it&tt E6B ) OR WITH VIIASpCLL <£»£2_J&> 



(DISK) £Mr*S 167.95 
(DISK) 144^0 139.95 
(TAPE ) U&fS 134.95 
(SUPERBASE) 117.95 



19.95 
129. 9S 



LAKESIDE HOUSE. KINGSTON HILL. SURREY. KT2 7QT. TEL 01-546-7256 



COMMODORE 64 

FAST LOADERS TAPE TO DISK 



R. B. S. 

(RAPID BACKUP SYSTEM) 

A NEW GENERATION conversion utilily. developed from the 
acclaimed Hypersave-64, R.B.S converts virtually all your long 
loading cassette programs to TURBO-LOAD, taster than the CBM 
disk drive. Multi-part and autorun programs are handled with ease 
Convened programs load independently. No additional hardware, 
no Pokes, no SYS calls, no user knowledge required Load "The 
Hobbit" in 120 seconds Tornado. Lightning load. Fastback now 
obsolete R.B.S. will convert more programs than any competing 
utility Cassette £7.50p. 



HYPERSAVE - 64 

Retaining the flexibility which the Programmer demands. Hyper- 
save leaves you in control 8 additional Basic commands. Save, 
load, verity up to 48K continuous RAM al HYPERSPEED with lull 
error checking. Converted Programs reload independently. 
Autorun facility Hypersave also allows a small number ot fast 
loading programs to be converted to Hypertoad C assetle £7.50 



BACKUP - DELUXE 

The most powerful security backup utility on the market, an 
unbeatable price. For all standard rate programs All program 
sections load and save continuously Incorporates a sophisticated 
header reader. Versatile and user friendly Cassette £4.50 



DISKUS l 



introducing the new market leader This is the simplest to use and 
most efficient lape to disk transfer utility yet devised No program 
rewriting is required and transferred programs will automatically 
run when loaded. 'For single, multi. and autorun programs. 
'Automatic filename handling. 'Efficient use of Disk space, * No 
user knowledge required. Diskus I will handle several proram 
fypes which other ulilities ignore, including headerless files. A 
bonus program is included which will transfer a number of fast 
loading programs to disk Cassette £9.99 



PRO - SPRITE 

Library. Edilor. Animator for single and multicolour sprites Joystick 
control Packed with features. Menu driven 100% machine code 
Complete with your first sprite library Cassette £7.50 




DISKUS 1 is £9.99 SPECIAL DISCOUNT any Iwo of Ihe 

remainder (ust £9.99 All four only £19.99 Free secrets' I/O guide 
with every order 



Fasl despatch guaranteed Cheque/PO or SA.E lo: 

DOSOFT 

2 Oakmoor Avenue, Blackpool FY2 0EE. 



If you've got any useful 

give Your fellow 




With reference to Concorde II (volume 1, 
issue 1), to make the program respond 
correctly to the LEFT and RIGHT, PORT 
and STARBOARD movement of the 
joystick in Port 2, the following lines 
should surely he: 

80 IF(AAAND8)ANDTT=2 

81 IF(AAAND4)ANDTT=2 

82 IF(AAAND8)ANDTT=3 

83 IF(AAAND4JANDTT=1 

Despite this, it really is a super program. 
John Wilkes 

Dursley 



Two years ago, the Computer Press were 
telling us all how good the VIC 20 was with 
its excellent graphics and sound 
capabilities. Now, with a few exceptions, 
there is absolute silence from the press - 
so, what has changed? The answer is 
nothing: the VIC is still the same excellent 
micro, offering even better value now 
with a reduced price. 

What will really "kill off" the VIC is if 
new, and established, owners can no 
longer find programs, hints and articles 
for it. Apart from continuing to print 
articles like 'VIC Games Programming' 
and games, perhaps Your Commodore 
could apply subtle pressure to 
manufacturers. For example, if an item or 
program is sent in for review. Your 
Commodore could ask if it is suitable or 
available for the VIC. 

Perhaps a VIC 'special' could be 
planned, asking software houses to send 
details of VIC programs for inclusion in a 
mammoth listing. 

By reminding manufacturers and 
dealers that a large number of Your 
Commodore readers have VICs, all eager 
to part with their money for quality 
programs, you would be helping to keep 
the VIC a worthwhile proposition. 

So, keep up the good work with Your 
Commodore but make it even better by 
keeping the VIC alive and thriving. 
Bob Black 
London 



I want to interface an Epson FXBO Printer 
to my 64. 1 should like the Epson to behave 
exactly like a Commodore printer and the 
interface to be 'user transparent'. I had 
considered the 'Interpod' but note that it 
hasn't got a Centronics interface. Is there 
any disadvantage in the optional RS-232C 
interface available on the Epson? 
Hugh Hennessy 
Co. Antrim 



OUTPUT 



No matter which interface you use for 
your FX80 Printer, it will never be totally 
compatible with a Commodore Printer. 
This is because all Commodore 
equipment (for reasons best known to 
themselves) use their own code for 
storing characters, and not ASCII which 
most other peripherals (including the 
FX80) use. For example the 64 stores the 
letter 'A' as 65 but the ASCII for 'A' is 97. 
This means that if you require upper and 
lower case letters to work correctly all 
characters sent to the printer will have 
to be converted to ASCII. 

This can be very time consuming but 
some interfaces do this conversion for 
you and are well worth the extra cost 
However no non-Commodore printer 
will be able to print the comprehensive 
range of graphics characters included in 
the 64*s character set 

As for the choice between Centronics 
or RS232 interfaces, it really is swings and 
roundabouts. Centronic interfaces 
require more wires, while RS232 
interfaces- require setting up of Baud 
Rates, paraty, stop bits etc. However the 





The Commodore recorder specifies that 
tapes of less than 30 minutes must be used 
(I assume this is 15 minutes each side). The 
majority of tapes available are either 70 
minutes or 75 minutes long. 

Which do I choose for general use? It 
would also help if programs printed in 
your magazine gave some idea of the 
length of tape required. 
R. Marks 
Gloucestershire 




OUTPUT 



For most programs that are printed in 
magazines a C12 will be more than 
sufficient You will only need a longer 
tape if you are writing a very long program 
or one using a large amount of text. 



/ am learning machine code and am 
having problems in getting the random 
function to work. Please could you help 
me as I can't find the answer in any books 
or magazines. 
W. Laing 
Lanarkshire 



OUTPUT 



The random number used by basic is 
stored in locations 8B — 8F inclusive. To 
generate the next random number simply 
call the routine at SE097. 



When using machine code to perform 
arithmetical calculations, having obtained 
a numerical answer to a series of 
additions, how do you print out the 
answer to screen or printer? To take the 
simplest case, supposing the answer is 
ttiEFF(=255), which is held in the 
accumulator, and the next instruction is 
the 'output' instruction, jSR%FFD2, the 



Letters 




machine will print the ASCII version of 
255 which is the symbol ' '. But how can I 
get the machine to print the actual 
number - i.e. 255. / understand how to do 
it if the arithmetic is in Binary Coded 
Decimal or if I store the result in an 
address, revert to BASIC and use a 'PRINT 
PEEK (HIGH BYTE) 256 PEEK (LOW BYTE) 
instruction; but how do I do H directly? 
M.W. Peters 
Dorset 



OUTPUT 



Most numbers thai you will want lo print 
out will be 16 bit. So here is a routine that 
will print out a number passed to it in the 
accumulator and the X register (A=LO 
BYTE,X= HIGH 8YTE). For 8 bit numbers 
just set X=0 before calling it 
e.g. To print a number stored in point 
LDA Point 
LDX Point * 1 
JSR STR 
To print 255 
LDA # SFF 
LDX n $00 
JSR STR 



or 



With the demise of the VIC 20 there may 
be a number of your readers who are 
considering the 64 as a replacement. Let 
me sound a note of caution. My original 
configuration was the VIC 20, 1515 Printer, 
Datasette and 1540 Disc Drive. On enquiry 
from the supplier I was assured they were 
all compatible with the 64. The supplier 
gave me a weird 'Open' command to use 
with the Disc Drive which was confirmed 
by CBM Corby. Needless to say it did not 
work. Further enquiry to CBM gave me a 
couple of 'Pokes'. This appeared to work 
until I attempted loading a database 
program. Yet another enquiry gave me 



the information that the 'Pokes' would 
not work if there were any 'Loads' '/'Saves' 
in the program and the only way to ensure 
success was to change a chip in the 1540. 1 
loaded the 64 magazine tape from the 
Datasette and got a 60% 'Load Error' 
response. A friend loaned me his C2N and 
everything was perfect. This means I've 
spent £22.42 for a chip and £39.95 for a 
C2N. So, when a supplier tells you that the 
peripherals are 64 compatible - they're 
not. 

C.K.R. Harris 
Fareham 



I am considering the purchase of a colour 
monitor and have not been very 
impressed with the Commodore 1701 
when compared with, say, a BBC'B' with a 
Microvitec CUB. Is this a feature of the 
Composite Video standard when 
compared with RGB, or have I just seen 
bad examples? 

Is there any harm in opting for one of 
the combined TV/Monitors that are 
coming onto the market? I have only seen 
one in the flesh and it was being run as a 
TV; it appeared to have a single BNC input 
for the video signal with a single PHONO 
connector for the sound (this was a 
FISHER 1401). I have also seen advertised 
the SAISHO CM20R, FERGUSON 
TXMC10 and the FIDELITY CTM1400. 
These seem to need a more 
comprehensive set of inputs - which is 
what I would expect. 

If the results are comparable with the 
1701, then I would gladly pay the extra £50 
or so on the discount price to acquire a 
second TV. 

Please could you advise me. 
R.J.K. Murphy 
West Lothian 




OUTPUT 



As you suspect the drop in quality 
between the BBC you saw running and 
the 64 with the 1701, is due to the use of 
the composite video link. This is because 
with composite video, the three primary 
colour signals generated in the 64 have to 
be combined into one, and subsequently 
decoded by the monitor. It's the process 



of encoding and decoding the video 
information that results in the quality 
drop. The picture obtained from any of 
the monitors you mention will certainly 
give as good an image as the 1701. 
However, for only a slight drop in contrast 
any good small screen television, if 
correctly tuned, will give a comparable 
picture. This does rely on the tuning of the 
RF converter in the Commodore 
machines remaining stable which was not 
the case in early machines where the 
tuning tended to wander. 

If you can afford the difference the 
combined TV/Monitors are your best bet. 
A bonus point being that they provide a 
compatible RF input for any micro. 



/ have compiled several programs for 
musical tunes but only using one voice. 
Could you please tell me how two or 
three voices are programmed. 

Also, although I can move a balloon 
sprite back and forth across the screen, 
followed by scrolling an aeroplane up and 
down, I cannot write a program enabling 
both to move on the screen at the same 
time and would appreciate your 
guidance. 
f.S. Thomas 
Torquay 



OUTPUT 



To program the other two voices on your 

64 all you need to do is repeat the code for 

programming the first voice and add 7 to 

all the poke locations except that for 

volume. For example, to set the frequency 

of voice 1 the line might be: 

POKE 54272, 100: POKE 54273, 10 

To set voice 2 use 

POKE 54279, 100: POKE 54280, 10 

Be careful to trigger all three voices as 

closely together as possible otherwise the 

chords will become staggered. 

To move more than one sprite at a 
time, include the pokes for moving both 
sprites within the same loop. For example, 
to move sprite 1 across the screen chased 
by sprite 2 use 

For I 10 to 200: Poke 5325a 1*40: Poke 
53252, I: next 



E 



OUTPUT 




IE 



You do not have to accept 
this mission but if you decide 
to there are some fantastic 
games to be won. 



"Destroy him my robots!" 

These chilling words may be the last you'll 
ever hear. They are spoken by the evil 
Elvin Atombender as you search his 
underground stronghold for the clues 
which will enable you to foil his plan to 
destroy the world. Lined up against you 
are his deadly robot guards. Your only 
weapon is your pocket computer with 
which you can store and analyse the 
information you collect. 

If you decide to accept this mission 
you will need a copy of Impossible 
Mission from CBS Software. Your 
Commodore, always ready to help in the 
fight to save the world, has come to the 
rescue. We are offering ten lucky (?) 
people the chance to meet the evil Elvin. 
Perhaps you'll be the one to defy his 
threats, to overcome his robots, to find his 
hidden password and to rid the world of 
his wickedness. Or more likely, you'll just 
plunge to your death with a blood- 
curdling scream. Either way you 
experience a game with brilliant graphics, 
stunning sound effects, realistic speech 
and a fiendishly difficult plot. 

The rewards 

Of course, that's not all. The first prize 
winner will receive not only a copy o'f 
Impossible Mission but the complete CBS 
Software launch range. That's eight great 
titles in all. 

There are two second prizes of 
Impossible Mission plus three other titles, 
two third prizes of Impossible Mission 
plus two other titles and four fourth prizes 
of Impossible Mission plus one other title. 

That's a lot of software but we haven't 
finished yet. There are fifty (yes, fifty) 
runners-up prizes to be won. They will a 
receive one of the top titles listed 
opposite. 

How lo enter 



To complete the mission we have set you 
is not a( all impossible. However, you do 
have to find a password which will be a 
combination of the five letters by the 
robot pictures. To find the password, take 
a look at the five pictures and then match 
each robot to the film in which you think 
it appeared. For example, if you think that 
Robot C was in Star Wars, then C is the first 




right. 

Fill in your password, name and 
address onto the entry coupon and send it 
to Impossible Mission Competition, Your 
Commodore, 1 Golden Square, London 
W1R 3AB. The closing date for the 
competition is last post on Friday March 
29, 1985. 

Please write your password onto the 



back of the envelope in which you send 
your entry otherwise we will not be able 
to accept it. 

You may enter as many times as you 
wish, but each entry must be on an official 
coupon - not a copy - and sealed in a 
separate envelope. Please write clearly on 
the coupon as it will be used as a label if 
you win a prize. 




Competition 




The Rules 

Entries will not be accepted from 
employees of Argus Specialist 
Publications Ltd, their printers and 
distributors, and CBS Software. This 
restriction also applies to employees' 
families and agents of the companies. 

No correspondence will be entered 
into with regard to the competition 
results and it is a condition of entry that 
the editor's decision is final. 

The How to Enter section forms part of 
the rules. 




Great games up for grabs 

WINNER TAKES ALL 

The complete CBS Software range. 

Impossible Mission 

Destroy Elvin before his robots destroy you. 
Breakdance 

Try the latest dancing craze without breaking your neck. 
Pit Stop 

The right formula for fast action in the driving seat of racing car plus all the 
excitement of the pits. 

Gateway to the Temple of Apshai 

A classic adventure with priceless treasures (a good thing) and hungry 
monsters (which aren't) 

Silicon Warrior 

You are a Silicon Warrior in a 3D Power Grid. The action becomes faster as you 
try to program the chips in your grid. 

Jumpman 

Thirty different arcade games all with great graphics, colour sound, lump for 
joy. 

Dragonriders of Pern 

An action/strategy game which blends battle music and breathtaking 
graphics. 

Lunar Outpost 

The world is threatened yet again, this time from outer space. Your job is to 
defend it from the last lunar outpost. 



Impossible Mission Competition 

I wish to be considered for this impossible mission, though I understand that 
it's really rather easy and my life certainly will not be endangered. I also realise 
that my copy of Your Commodore will not self-destruct in 30 seconds. 



Name .TTi .-. . 

Address 73r.\ . . . &«faffi£$0 i . . 

^^4fes,S^, ....... fTHfr^l?^?**?^ 

^*3f....^^r£tf?.6£ Postcode 

My password letters are ^£r."3?. £k 



Please tick whether you would prefer disc □ or cassette tf^ 
Remember - put your password letters on the back of the envelope or your 
entry is invalid. 



E 





Computer Centres 

48 (unction Road, Archway, London N19 5RD 

01-263 9493/5 
238 Muswell Hill Broadway, London N10 3SH 
01-883 3705 




Maintenance, Service, Support, Training 
all from your No. 1 Commodore centre 




cV 



Professional System 

Commodore 64 computer 
1541 disk drive 
MPS801 dot matrix printer 

FREE SOFTWARE 

Easyscript (word processor] 
Ensyfile (database) 
Intro to basic part 1 

FREE MEDIA 

Box of 10 disks 
Box of paper 

£599.00 



^^^^^^^^^^^^^^^^^^^^^^^^^^ 



~(tonwn«ftBrre t&0— 

Commodore 64 computer. 195.95 
SX64 portable computer.. 795.00 

1530/1 cassette unit 39.10 

Super Saver cassette unit.. 29.95 

1541/2 disk drive 195.95 

1520 printer/plotter 99.99 

MPS801 dot matrix 

printer 195.95 

MPS802 dot matrix 

printer 295.95 

MCS801 colour printer.... 399.99 

DPS1101 daisy wheel 399.99 

1701/2 colour monitor 195.95 

ZSOcard 50.00 

Commodore joystick 6.90 

Quickshot II joystick 10.50 

Commodore paddles 13.50 

Microguide 5.95 

Plinth for 64 system 24.95 

Superbox 64 (inc. IEEE) 94.95 

Vic switch 97.75 

DAM's IEEE interface 69.95 

Surge protector plug 12.95 

CBM64 to Centronics int 68.95 

CBM64 to Epson interface. 61.95 




Starter Pack 

Commodore 64 computer 
Cassette unit 
Intro to basic part 1 
Quickshot II joystick 
Game of our choice 



£255.00 



Commodore 1701 195.95 

Microvitec 1431AP 258.95 

Phillip's 12in. green 79.35 

64-Phillips cable 6.00 

Monitor plinth (system).... 24,95 



RX80T 241.50 

RX80F/T 274.85 

RX100 442.75 

FX80 399.95 

FX100 557.75 

DX100 471.50 

LQ1500 1092.50 

Juki 6100 399.95 

Daisystep 2000 263.35 

Ibico LTR-1 228.85 

64-centronics 19.95 

Software for above.... 7.95 



AH products are guaranteed for 
one year unless otherwise 
stated. Payment may bo made by 
Access. Barclaycard. Bankers 
draft. Building Society cheque, 
cash or postal order. Sorry, 
cheques need five days for 
clearance. We reserve the right 
to change prices without prior 
notice. All prices are inclusive 
of VAT. Please check before 
ordering for carriage charges. 



IHSk 



flASS 

Summer 

Games 14.95 17.95 

Jot Set Willy 7.95 

Zaxxon 9.95 

Spitfire Ace 9.95 

Superbase 

Fori 

Apocalypse.. 9.95 

Bruce Lee 14.95 

Solo Flight 14.95 

Beachhead 9.95 

Havoc 9.95 

Ca« a c^sstflii? Disk = Diskette R a Rom 



12.95 
88.00 

14.95 
14.95 
14.95 
12.95 



CASS 

Flifiht Simulator II 42.95 

Boulder Dash „....B.95 

International Soccer.. 4.90 

Battle for Midway 9.95 

Ghost Busters 9.99 

Daly Thompson's Dec. 7.90 

Decathlon 9.99 

Pitfall II 9.99 

Fire Quest 9.95 

High Noon 7.90 



Diskettes 

Dials by Vpibnlim 

SS/DD40Tr. 17.95 SS/DD80TT. 24.75 

DS/DD 40Tr. 28.92 DS/DD 80Tr. 32.75 

Lockoble disk storage boxes 40/80 16.50/25.25 

Disks aresupplMxi In huieaul 10 

Computer listing paper 

11 x8.5 13.80 11 x9.5 12.65 11 x 15.15/16 15.52 

Paper Is supplied In boxes o( 2000 aborts. 

Printer ribbons 

MPS801 6.99 RX80/FXBO 5.00 Daisystep 5.50 
MPS802 7.99 1515/1525 6.25 Juki 1.85 

We also supply a MM at dust rovers. daisy wheels nnd other ribbons 




Hardware Review 



IF YOU HAVE HAD YOUR HEAD 
under a pillow for ihe last few months you 
may have missed all advertising and 
reviews on this type of device. Basically it 
is a tape storage device, rather like a 
standard cassette. However, this is much 
faster than a standard tape. The small 
cartridge, which is about the size of a 
box of matches, fits into a drive about 
one sixth of the size of a standard 1541. 
The whole thing then fits into the cassette 
port of your 64 (note not an SX-64 add- 
on). It is claimed that, due to the speed the 
flimsy looking tape runs at, 120K of data 
could be accessed in about 43 seconds. 
Sounds impressive but what was it like to 
use? 

Once it is plugged in you initially have 
to load its operating system. Why does 
everybody use COOO to CFFF ? This is where 
the operating system reposes and so does 
my software printer interface and many 
other useful bits and pieces. Turn it all off 
and start again. Right! 

Nothing there 

A separate tape was supplied with the 
drive. This claimed to contain games but, 
when I took a directory of the tape, I 
could only find something called script, 
which would not do anything except hang 
the whole thing up. This may have been 
due to somebody unconnected with 
Entrepo wiping whatever was on there to 
start. 

There is a built in program which 
displays a menu on the screen enabling 
you to format, wipe, clean, copy wafer to 
wafer, wafer to tape, disc to wafer and so 
on as well as getting a directory of the 
tape. It is very slow. About 40 seconds 
seems to be the average time. It is a fair 
comment that as this is a tape it is not bad 
but I did find myself comparingthings toa 
disc drive and even the dreaded 1541 is 
not as laboured as that. 

Slow load 

Regarding program loading times, it is 
very much between tape and disc. It is 
definitely faster than a standard tape and 
noticeably slower than a disc. But I did a 
few time tests and it turned out that in 
some cases standard tape games using 
turbo load were finished while the 
Entrepo was still whirring away. The 
manual is pretty good and explains how to 
open, close, read, and write to files etc. 
and explains fairly well its own error 
messages. In use it is much the same as 




cassette as all filing is sequential and is 
something you will find easy to use quite 
fast. The tapes themselves are resistant to 
most legal forms of abuse except for 
ovens, baths, and steamrollers as the 
tape part is covered bv a sliding lid which 
protects them from all but the most 
persistent pokers, and this may be where 
they score. 

Mix and match 

It is possible to use two of the units 
together on one waferdrive and 
cassette. Because of power supply 
limitations that is all. Of course you can 
still use your disc drives as well. 

The tapes are available in 5 lengths. 
These different lengths have different 
capacities and so with a shorter tape there 
is less searching for the drive to do 
resulting in faster loading etc. The tapes 
are as follows. 



Print # , (all relate to reading and writing 
to files), Load, Save, and verify. At first 
glance it may appear that a scratch 
command is missing but if you think about 
it for a while you will realise that due to 
the nature of the file a scratch command 
would be difficult to implement. 

To initially use a tape it must first be 
formatted as for a disc. This is done by 
using the built in utility program as 
mentioned before. 

Copy all 

The copy routines provided make 
transferring files fairly easy. However, I 
found it to be unreliable. Also you had to 
specify whether a file to be copied was a 
program or sequential file. That is easy if 
you are copying from a disc but not so 
easy if you are copying an unknown piece 
of software from tape. 



TAPE LEN ft 



10 
20 
35 
50 



CAPACITY (max) 



15K 
35K 
65K 
96K 
120K 



AV. Aces Time (in 
seconds) 

8 
15 
25 
34 



There are times as supplied by Entrepo. As 
more files are used so the capacity 
becomes less. 

More commands 



There are two types of file available — 
program and sequential. A maximum of 
255 files of mixed type can go on each 
tape. 

The following commands are relevant 
to Entrepo use:Open, Close, Get, lnput,#, 



What it's all about 

A Wafer drive sounds like something to 
eat but appears to be no more than a tape 
loop smaller than a standard cassette. 

Personally there are not enough 
advantages for me to want one. I feel they 
may find their niche in computer circles 
but, and I may be wrong, I do not think 
they will catch on. 



3 



Submissions 




YOUR BEST INDEPENDENT COMMODORE MAGAZINE 



SO YOU OWN 




MMODORE? 




SO YOU'VE WRITTEN SOME PROGRAMS? 




Your Commodore is always on the lookout for new 
material for publication and we know that there are 
thousands of intelligent, literate, innovative and 
creative Commodore owners out there, so why don't 
we get together? 

If you have written an exhilirating game or an 
invaluable utility on your Commodore micro, share 
your talents with us and our readers by submitting 
your efforts and the form to the address below. AH 
articles should be documented and type-written and 
should be accompanied by a printout of the program 
as well as a copy of the program on cassette or disc. All 
material shou' 



publication, it will be returned to you. 

You may not have written any software yourself, 
but you have very firm opinions about the world of 
Commodore and all tneir attendant industries 
and products. Then put your opinions on paper and 
post them to us, again at the address below — you 
never know, you might even get paid for airing your 
views! All submissions should be sent to: 
The Editor 
Your Commodore 

Argus Specialist Publications Limited 
No 1 Golden Square 




L. 



♦ PLEASE COMPLETE IN BLOCK CAPITALS 



Your Name 



Program Name 



Computer/memory size it runs on 



Amount of memory program occupies 



Other computers/memory size which your program 
runs on without conversion or use 

Does your game need or use joysticks? 



Yes 



No 



Have you sent your game to another magazine 



Yes 



No 



Is it original/or a variation on a theme? 
Your Address 

Telephone Number 
Times to contact you 




THE 64 SOFTWARE CENTRE 
I Princeton Street, London WC1 

0 1 -430 0954 



Business software pricelist — prices include VAT 
d — disk c ~ cassette r — cartridge 



Accounting systems (Office use} 

Anogrom Systems — Sales Ledger d £75.00 

Anogram Systems — Purchase/Nominal Ledger d £75.00 

Anogiom Systems - Cashbook d £75.00 

Gemini - Coshbook (with nominal analysis) d £64.95 

Gemini — Cashbook (with nominal analysis) c £59.95 

Gemini - Final Accounts d £64.95 

Gemini - Final Accounts c £59.95 

Gemini - Cashbook/VAT/Final Accounts c £89.95 

Romtop - Accounts Package d or c £75.00 

Mierosimplex - Cashbook d £172.50 

Stodo - Payroll 64 d £34.95 

Dell — Invoice generator d £14.95 

Stock Control systems 

P'octicorp — Inventory 64 d £29.95 

Gemini - Stock Control d £29.95 

Gemini — Stock Control c £24.95 

Anagram — Stock Control d £75.00 

Budgeting/Forecasting systems 

Adomsoft — Budgeleer c £8.95 

Home applications 

Commodore - Magic Desk c £57.50 

Gemini - Home Accounts c £19.95 

Gemini - Home Accounts d £24.95 

Fitldmasler — Home Accounts d or c £19.95 

Adomsoft - Checkbook Manager d £14.95 

Database Filing Systems 

Saxon - Figaro 64 d £86.25 

Hondic - Diary 64 r £29.95 

Fieldmaster - Mail Label d £39.95 

Proline - Mailpro 64 d £79.35 

Audiogenic — Magpie r+d £75.00 

Bl- The Consultant d £125.00 

Practicorp- Ptactifile 64 *6 £44.50 

Precision - Superbose 64 d £89.95 

Simply File d £69.00 

Gemini — Database d £24.95 

Gemini — Database c £19.95 

Gemini - Moilist d £24.95 

Gemini — Mailist c £19.95 

F«ldmaster - Record Card d or c £19.95 

Feldmaster - Mail Label d or c £19.95 

Del - Superfile d £14.95 

Spreadsheets 

Hesware - Multiplan 64 d £104.95 

Hondic - Easy Colcresult r £49.95 

Hondic - Advanced Colcresult r+d £90.00 

ftoctkorp - Practicalc 64 d £44.50 

Proctkorp - Practicalc 64 c £39.95 

Swpersoft — Busicalc 1 d or c £17.95 

Supersoft — Busicalc 3 d £81.65 

Fieldmaster - Worksheet df or c £19.95 

Statistics 

Handic - Slot 64 r £29.95 

Word Processors 

U- Paperclip 64 d £98.90 

Smple - Simply Write d £46.00 

Vao - Vizawrite 64 d £79.95 

Vuo— Vizawrite 64 r £89.95 

Vaa - Vizawrite + Vizaspell d £99.95 

Hesware — Heswriter r £39.95 

1 eldmaster — Pagewriter d or c £29.95 



Utilities 

Adam soft 
Adam soft 
Adamsofl 
Adamsofl 
Adomsoft 
Adamsofi — ( 
Adomsoft - C 
Adamsofl - S 
Adomsoft — C 
Adomsoft — 2 
Audiogenic M 



Sprite Aid 

Quickchart 

Screen Graphics 

Ullrabasic 

Ultrobasic 



Hondic - Forth 64. 



Fieldmaster — Poster Printer . 
Commodore — Simons Basic 
Kuma — BC Basic 



Commodore — Pilot 

Hesware — Forth 64 

Practicorp — 64 Doctor .. 



Supersoft — Viclree 



Jclpack compiler 

Koalapad touch tablet . 



.c 


£6.95 


• C 


£6.95 


J 

d 




d 




.c 


£14.95 


d 


£24.95 


d 


iJD.UU 


d 




d 


£19.95 


d 


£29.95 


. r 


£29.95 


.r 


£29.95 


• r 


£34.95 


.r 


£34.95 


.r 


£29.95 


.C 


£19.95 


.r 


£47.50 


. r 


£57.50 


d 


£57.50 


d 


£75.00 


, r 


£54.50 


d 


£19.95 


d 


£71.30 


. r 


£56.35 


r 


£59.80 


c 


£14.95 


d 


£39.95 


c 


£14.95 


. r 


£89.95 


d 


£14.95 



GAMES, ADVENNTURES, SIMULATIONS 

A wide range on disk, cassette, cartridge. (American and domestic)- 
including Wor and Flight Simulations. 

ALL IN STOCK NOW - Callers welcome 
(10am-6pm incl Saturdays) 

Mail Order: Cheque or PO - add £3 for items over £30, others free. 
Credit cards (Access/Visa): phone or write. Immediate despatch. 



The 64 Software Centre, (Dept YC) 
1 Princeton Street, London WC1 

Please supply the following items: 

1 Qty 

2 Qty 

3 Qty 

4 Qty 

TOTAL 

POSTAGE 



0£ 



••••-••••(•••••••••••••••••••••••a 



Name 

Visa/Access Card No 



TOTAL £ 

, Address 



••••••••••••••••••••••••••••••a 



.............................. 



........................ 



..................................... 



Date Signature 




BUSINESS 



GEMINI HAVE BEEN IN THE SOFTWARE 
market for quite a while now. Most of 
their software seemed to start life on the 
BBC machine but is slowly being 
converted for use on others. 

The first package I looked at in their 
serious software range was Home 
Accounts. This is intended to help you 
with your home budget. Personally I 
would have little use for a program of this 
type and feel that it is just one of those 
programs which you buy to show the 
spouse that computers can be used for 
serious applications! My wife wouldn't be 
fooled for a minute. 

A program of this type requires 
discipline. Like a business program, if you 
do not keep it up to date you can find 
yourself in an awful mess. 

After loading the program, either from 
tape or disc, you are asked if you have a 
file to load. Gemini thoughtfully provide 
some demonstration data in order to help 
you find your way around. You then have 
to say whether the data is on tape or disc. 
This is my first gripe. I feel that with this 
type of software, once is enough — 
whenever you save or load data you are 
asked the same question again. It would 
be nice if this information was saved after 
your first input. This does become 
annoying after a lot of use. 

Looking through the manual I came 
across something I found hard to believe. 
Gemini warn you that Commodore's 
dreaded garbage collect routine may 
'temporarily suspend program execution 
for up to two minutes' (their words not 
mine). What, thought II Have they not 
even bothered to do something about it? 
Apparently not. According to Gemini this 
is unavoidable. It's not, and for a small fee 
I would show them how to avoid it. 

Options 

The main menu presents you with a 
comprehensive list of options. You are 
able to input the data which you feel you 
would spend on household items such as 
mortgage, insurance, rates, and so on. 
Another option then allows you to put in 
the actual figures as time goes by. You are 
able to put in bank standing orders, loans, 
and so on which build up into a set of 
figures which can be displayed on screen 
" as a bar chart or printed out. The figures 
can be either one set of data only e.g. 
mortgage, or your whole budget. I must 
say that a bar chart is easier to digest and 
compare than simply a list of comparative 




BUSINESS 




figures. 

The budget items that are provided 
seem to cover most things but you can 
change your headings if the need arises. 
All the things which you need to perform 
household accounts are there. It is as 
good as any of the other home account 
packages that I have seen although I feel 
there are a couple of areas in which it 
could be improved. 

Stock control 

The next Gemini program that was 
loaded into the 64 was their Stock Control 
program. This is the same in principle to 
earlier versions that I have seen, but 
seems to have been more effectively 
programmed. The whole thing is more 
professional and small bits and pieces 
such as a non-standard cursor flash give it 
a 'nice to use feel'. I enjoyed using this 
although I feel there are a couple of small 
things missing. 

The one thing it does not offer is cap- 



acity. Apparently, there is a limit of 235 
records per file. Of course it is possible to 
i have more than one file but I feel that 
would make management fairly difficult. 
Some business users may find this 
adequate but even for my humble 
business, 235 cards are not sufficient. 

Adding records is easy and most things 
are so simple it is almost possible to use 
without reading the manual although that 
s bad practice. To exit options it is usually 
I necessary to press the 'home' key. That is 
alright in itself but it seems to differ from 
Gemini to Gemini program. A little 
consistency would help here. 

If you just want to browse through the 
I stock records you can and if you are 
I looking for a specific record, there is 
I either a search by stock number or search 
| by datafield. This performed adequately 
but tended to be a little on the slow side. 

Records can be sorted on any of the 
fields as long as there are at least 3 records. 

Reports 

One of the reports on the stock file that 
can be printed is a financial summary. This 
will break down a specified block of stock 
and show total costs of stock, retail value 
of stock, and the overall profit margin as 
well as the cost of bringing all 
understocked items up to minimum 
levels. Another, the stock summary, will 
again show the details from a specified 
block and either display or print parts of 
the selected records. It is also possible to 
get hardcopy of complete stock cards. 

Printing 

The whole program is orientated towards 
printing out on a Commodore printer 
but, if you have another type driven by a 
software interface, Gemini do at least 
suggest where it is possible to locate it (in 
memory fool). When printing out Gemini 
also show you how to customise the 
program in order to get your printer to 
print pound signs instead of a hash and 
how to print in upper as opposed to lower 
case. Thoughtful little pieces like this 
make the program much friendlier to use. 




Omissions 

The one thing I would like to have seen 
was an easier way to enter sold stock. As it 
stands you need to use the standard 
amend routine and this is a little long 
winded. Another thing which would have 
made it 'more useful in the field' would be 
a report of daily sales. 

On the whole it is a considerable 
improvement on some of the Gemini 
programs I have seen but it is not one I 
would choose to use myself. 

The Gemini Database is again 
rehashed from another machine but is, 
like the stock control, a considerable 
improvement on their earlier programs. 

It is a stand alone database, by which I 
mean it is not programmable — but then 
for its price that is not unreasonable. 

Once the program has loaded, the first 
thing you need to do, if you are not 
loading a previous set of records, is to 
format your record card. This is chosen 
from the main menu and is simple to do. 

The documentation is clear and 
precise and there is good use of keys. For 
instance to change screen colours they 
have chosen to use the function keys. 
When your file loads next time the 64 will 
default to the colours you have chosen. 

Each field you define can be up to 78 
characters in length and you can have up 
lo 20 fields per card. The number and size 
of the fields determines the total capacity 
of your file. Again, as with the other 
Gemini programs, sequential filing has 
been used and this tends to limit the total 
capacity of the file. 

Getting filled in 

Once you have finished formatting the 
card you can start to fill in. This is easy and, 
so as not to make your 64 throw a wobbly, 
Gemini have disabled certain keys which 
can produce the dreaded 'Extra ignored' 
error message which most people have 
reason to curse at times. Once you have 
some data in you can start to use it. 

Every Gemini program seems to have 
its saviour and this one is no exception. 
The calculate feature in this one is the one 
that I find very useful. You can perform 
many calculations on any numeric field 
which can allow you to find such gems of 
knowledge as 'the total age of all your 
friends'. Seriously though it is a powerful 
function and one which I think many 
people may find useful. 

Poking about 

The search feature on this database is nice 
and works very well. Using things such as 
><= and so on it is possible to find records 
which match a pretty wide set of data. The 
display at the top of the screen will show 
you how many records it has found 




Home Accounts 




matching the conditions you have 
chosen. 

Sort it and save it 

A powerful sort option is provided which 
will allow you to sort on any field whether 
numeric or string and does offer case 
discrimination. It's a shame that the case 
discrimination was not present in the 
stock control. 

As well as the expected load and save 
option there is also an append. This will 
allow you (memory permitting) to add 
another file onto the one currently in 
RAM. It does not matter if the card format 
is different but the format currently in 
memory takes precedence and the 
appended file fits itself into the presiding 
format. I found this very useful. 

Printing out 

Once again the report facilities are good. 
They can either go to the screen or printer 
and you can be specific as to which fields 
are output. You can also customise the 
program in order to get the best printout 
possible. 

As with the stock program, the manual 
is full of tips on how to get your printer 
functioning properly and, on this one, an 
area of memory has been set aside 
specifically for a software interface. This is 



of t; ware reviews 



500 bytes and is a 37579 to 37079. 

This is a useful database and for the 
price is good value. It is a new version of 
an older program which was a total bodge 
up. I am glad to see it has been re-written 
and re-written effectively. Gemini seem 
to be getting better as time goes on. 

The Gemini mail list is in effect very 
similar to the database program, except 
you use preformatted records. Certain 
functions such as calc are not required on 
this type of program and are indeed 
absent. 

Search by key 

Basically it is a name and address book 
which is used for printing out labels. 
Names and addresses are entered on a set 
form which as an extra, has a field called 
search key. This searchkey field allows you 
lo input up to 10 character in order to 
designate points of note regarding this 
particular card. 

For instance, if the file was of business 
contacts, key letter one could be a 'c' — 
this would indicate a computer dealer, E 
would indicate an electrical dealer and so 
on. As I have said 10 spaces are available so 
space 1= type, space 2= good/bad payer, 
space 3 whether local or not and so on. 
These characters are entirely left to your 
choice and do make for a very useful 
way of printing selective lists. 

Labels 

You can format your label easily and 
specify which fields you want printed. 
Also, you can print customer lists, 
telephone lists and so on purely by 
specifying the field to be output. 

Early one 

The programming on this is not up to the 
standard of stock control and database 
and I suspect that it may be an early 
version. I do hope that, like the database, 
it will be re-written as it has a lot of 
potential and could be a very useful aid to 
anybody who has a small business as well 
as to home users. Comments regarding 
capacity are the same as with the previous 
programs. 

Gemini software 

When I first came across Gemini 
software it was a disaster. Ideas were good 
but everything was let down by abysmal 
programming and poorly thought out 
design. It looks as if they are coming on 
leaps and bounds as their later offerings 
are well worth a look. If Gemini can 
update some of their earlier programs I 
am sure they will find more people buying 
their reasonably priced stand alone 
modules. 



E 



82 




To AND or lo OR, this 
is one of the 
questions posed 
A.P. and 

Stephenson in their 
examination of logical 
operations. 

THE WORD 'LOGIC IS USED 
in a variety of ways. It is 
normally used, in a loose sense, 
to indicate clarity of thought, 
particularly the means by 
which conclusions are drawn 
by careful analysis of facts. The 
art of 'correct' thinking was 
pioneered by Aristotle who 
founded a school of thought 
which subsequently became 
known as Aristotlean Logic. It 
was ponderous in form and, 
because it was based on 
common language, was of little 
practical use apart from the 
intellectual prestige which its 
devotees attracted. 

It was left to the 19th 
century Irish schoolmaster, 
George Boole, to sort things 
out. He extracted the 
important ideas of Aristotle 
from the mass of semantic 
nonsense which had grown 
round them. In effect, he 
changed logic from an art into a 
respected branch of pure 
mathematics when he 
published a relatively small 
book entitled, 'An Investi- 
gation into the Laws of 
Thought'. 

Although Boole's ideas 
made little impact at the time, 
Claude Shannon (a pioneer of 
Information Theory) and later 
John Von Neuman (the father 
of the modern digital 
computer) realising its value in 
the analysis of complex 
switching circuitry, made 
valuable contributions to the 
subject, including the 
introduction of a new, and 
easier to understand, set of 
symbols. 

Logic, as far as we are 
concerned here, is really the 
study of the various switching 
actions which take place within 
silicon chips and how such 
actions can be simulated by 
software. We should remember 
that even a microprocessor 
itself is little more than a 




complex arrangement of 
switches or, as they are more 
rightly called, logic gates. 

Logic gates 

Those whose interests extend 
to both hardware and software 
will probably agree with the 
following simple definition: 
A logic gate has one output and 
one or more inputs. The logic 
state of the output depends on 
the logic states applied to the 
inputs. 

By the term 'logic state' we 
mean a T or a '0'. Although 
most readers may not be too 
interested in the electrical 
details, it is worth mentioning 
that, as far as the 6510A is 
concerned. 

A voltage around 3 to 5 volts is 
recognised as 'logic V 
A voltage lower than about one 
volt is recognised as 'logic 0'. 

There are several types of 
logic gate but only the 
following three are of 
particular interest to the 
machine code programmer: 

The AND gate 

Output is at logic 1 only if all 
inputs are at logic 0. 

The INCLUSIVE-OR gate 
Output is at logic 1 if at least 
one of the inputs is at logic 1. 

The EXCLU5IVE-OR gate 
Output is at logic 1 only if the 
two inputs have different 
states. 

The accepted symbols for these 
gates are shown in Figure 6.1 

There are three instructions 
in the 6510A which simulate 
gate action. The mnemonics 
codes and addressing modes 
available follow: 



INCLUSIVE OR 



figure 6.1 



EXCLUSIVE-OR 



THE AND instruction 


Assembler 


Hex code 


AND » Sxx 


29 xx 


AND Sxx 


25 xx 


AND Sxxxx 


2D xx xx 


AND Sxx.X 


35 xx 


AND SxxxjOC 


3D xx xx 


AND $xxxx,Y 


39 xx xx 


AND ${xx,X> 


21 xx 


ANDS(xx),Y 


31 xx 


The ORA instruction 


Assembler 


Hex code 


ORA * S8xx 


09 xx 


ORA Sxx 


05 xx 


ORA Sxxxx 


OD xx xx 


ORA Sxx.X 


15 xx 


ORA Sxxxx.X 


ID xx xx 


ORA Sxxxx.Y 


19 xx xx 


ORA S(xx,X) 


01 xx 


ORA S(xx).Y 


11 XX 


The EOR instruction 


Assembler 


Hex code 


EOR * $xx 


49 xx 


EOR Sxx 


45 xx 


EOR Sxxxx 


4D xx xx 


EOR Sxx.X 


55 xx 


EOR Sxxxx.X 


5D xx xx 


EOR Sxxxx,Y 


59 xx xx 


EOR $(xx,X) 


41 xx 


EOR S(xx).Y 


51 xx 



What use are they? 

It is all very comforting to know 
that these logical instructions 
are available but the most 
obvious question readers will 
ask is — what use are they? 
Well, there will be times, 
particularly if interests extend 
to the control or peripheral 
gadgets, when you may need to 
opertate on particular bits 
within a byte rather than on the 
entire byte. For example, we 
may wish to ensure that bit 3 in 
the byte is set to 1 without 
altering the remaining bits. As 
another example, we may wish 
to clear bits 3, 5 and 7 but set bit 
2. These operations fall into 
one of three main categories: 

(a) Clearing selected bits in a 
byte to '0' without disturbing 
the other bits. The AND 
instruction is involved. 

(b) Setting selected bits in a 
byte to T without affecting the 
other bits. The ORA instruction 
is involved. 

(c) Changing selected bits in a 
byte from their present to their 
opposite state without 
affecting the other bits. The 
EOR Instruction is involved. 



Programming 



The mask pattern 

Knowing which instruction to 
use, out of the three 
possibilities, is only half the 
battle because there still 
remains the problem of 
working out the correct bit 
pattern for the operand — 
called the mask. Think of it in 
the following way: 
t Each bit in the mask, and its 
corresponding bit in the 
accumulator, form the two 
INPUTS of a logic gate. 
1 After the instruction is 
performed, the accumulator 
bit is the OUTPUT of the gate. 

As the table above showed, 
the logic instructions can be 
used with a variety of addres- 
sing modes but we shall use 
only the immediate mode for 
illustration. It is necessary to 
remind readers that the bits, 
within a byte, are always 
numbered bit 0 to bit 7, the 
least significant bit at the right 
being bit 0. 

To clear selected bits to 
0 

Use AND with an operand 
mask designed as follows: 
Ys in the mask will leave 
corresponding bits in the 
accumulator unchanged but 
'O's in the mask will ensure 
corresponding bits will remain 
at, or be reset, to 0. 
Example: To ensure bit 5 in 
accumulator is set to '0', use: 

AND U $DF 

To see why, remember that an 
AND gate requires both inputs 
to be 1 in order for the output 
to be 1. Examine the following 
accumulator example: 



corresponding bits are set to the normal laws of arithmetic 
T. because, for one thing, there is 

Example: To ensure bits 2 and 6 no carry action. Each bit is an 

individual entity and quite 
contemptuous of the feelings 



in the accumulator are set to T 
use- ORA « $44 

To see why, remember that 
only one of the inputs to an 
inclusive - or gate need be 1 in 
order for the output to be 1. 



the accumulator, it isclear from 
the above treatment that 
flipping all the bits can be 
achieved by using: 



of neighbouring bits. To see EOR # &FF 
the absurdity of trying to 
equate logic results with 
arithmetic results, consider the 
result if we AND 2 and 3 



Accumulator before ORA 
Mask pattern $44 
Accumulator a fterwards 

above 



$44 



0011 0101 
0ipO_0JPQ_ 

5111 0101 



□ 



Two's complement of 
accumulator 



Examine the 
lator example: 

Note bit 6 has been changed 
from 0 to 1 but bit 2 happened 
to be at 1 anyway. 

To change selected bits 

Use EOR with an operand mask 

designed as follows: 

'0's in the mask will leave 

corresponding bits unchanged 

but Ts in the mask will ensure 

corresponding bits are 

changed. 

Example: To ensure bits 3, 4 
and 5 in the accumulator are 
changed, use: 

EOR U $38 

Remember than an exclusive- 
or gate gives an output at 1 only 
if the inputs differ. 



accumu- together — instead of ADDI NG 
them: 



The two's complement of a 
number is really the one's 
complement with an extra 1 
added. Unfortunately, we can't 



Result of ANPing 



0010 0010 
0000 0011 

"oooo" "obio" 



This means that 2 AND 3 = 2! 

Logic and input/output 
ports. 

Some computers already have 
a socket at the back marked 
'User Port' or they have 
facilities for including one. 
These are used for connecting 
digital operated devices such as 
the points of model railways, 
cranes, garage doors, intruder 
alarms, robots, special lighting 
effects, etc. Eight wires and a 
couple of control lines can be 
connected to the output port. 



Examine the 
accumulator example. 



above 



The novelty behind the 
following snippet of useless (?) 
knowledge might intrigue 
some readers: 

Exclusive-oring data with itself 
always results in zero. 



Accumulator before # $DF 0111 1001 
Mask pattern $DF 11Q1 Jill 

Accumulator afterwards 0101 1001 



The state of each line, and 
therefore the on/off state of 
the devices can be controlled 
by storing data patterns in an 
output port register. This is an 
area where the three logic 
instructions can be used most 
effectively because of the 
necessity to control the state of 
individual bits without af- 
fecting the others. 

One's complement of 
accumulator 



Note carefully that the 
accumulator is left exactly the 
same as before except that bit 5 
is now 0 instead of 1. 

To set selected bits to 1 

Use ORA with an operand 
mask designed as follows: 
'O's in the mask will leave 
corresponding bits unchanged 
but 'Ts in the mask will ensure 



For example, if A contains $9D 
and we write EOR # $9D, the 
result in the accumulator is 
zero as we can see above. 

Non-arithmetic logic 

Logic operations have no 
connection whatsoever with 



It is sometimes appropriate to 
change all the bits within a 
byte. That is to say, change all 
'Ts and all '0's to T. This is 
sometimes called 'flipping' the 
bits and the result is known as 
the 'one's complement' (refer 
back to Part 1 of the series.) 
Assuming the data is already in 



add the extra 1 
incrementing because 



by 
the 



result is in the accumulator and 
you will remember that no 
direct incrementing instruc- 
tion exists for this register. A 
possible coding is then: 





An alternative method is to rely 
on subtracting A from zero. 
The 6502, and nearly all other 
microprocessors, use two's 
complement arithmetic for 
addition and subtraction. It 
follows that by subtracting a 
number from zero, we obtain 
the two's complement because 
0 - X = -X. So to obtain the two's 
complement of the accumu- 
lator, we must first store the 
contents in a memory location. 
Then after clearing the ac- 
cumulator, the original data 
can be subtracted from the 
accumulator by use of SBC. 



Finding state 
particular bit 



of 




It is sometimes important to 
find out the state of one 
particular bit within a byte. This 
can be done by first loading the 
byte into the accumulator. All 
the bits, except the one of 
interest, are then cleared to 
zero by using an AND mask. If 
the result is then tested by BNE 
or BEQ, a zero result proves 
that the bit of interest was 
indeed a '0' and a non-zero 
result proves that it was a 1. 

An alternative, and simpler 
method, can be used if the bit 
of interest happens to be in bit 




I 



Programming 



6 or bit 7 position because the 
BIT instruction caters specifi- 
cally for testing these two 
positions. Suppose, for ex- 
ample, we write BIT &2000. 
This causes the state of bits 6 
and 7 at this address to be 
copied into the V and N 
positions in the Status Register 
respectively. The original state 
of bit 7 can then be tested by 
using a BMI branch (which tests 
N> or bit 6 by a BVS branch 
(which tests V). There is, 
however, another operation 
which takes place during the 
BIT test, which can be either a 
nuisance ora bonusdepending 
on the circumstances. The 
contents of the operand 
address are logically ANDed 
into the accumulator. If the 
accumulator holds valuable 
data at the time of the BIT test, 
it is important to store the 
original contents first. 



Shift instructions 




Assemblv 


Hex code 


AS1 A 


OA 06 xx 


ASL Sxx 


f~lF YV vv 

AA AA 


ASL $xxxx 




ASL $xx,X 


16 xx 


ASL $xxxx,X 


IE xx xx 


LSRA s 


4A 


LSR$xx s 


46 xx 


LSR $xxxx 


4E xx xx 


LSR $xx,X 


56 xx 


LSR $xxxx,X 


5E xxxx 


Rotate instructions 




ROL A 


2A 


ROL $xx 


26 xx 


ROL $xxxx 


2E xx xx 




36 XX 


ROL $xxxx,X 


3£ xx xx 


ROR A 


6A 


ROR $xx 


66 xx 


ROR $xxxx 


6E xx xx 


ROR $xx,X 


76 xx 


ROR $xxxx,X 


7E xx xx 



E 



The BIT test 
Assembly 
BIT $xx 
BIT 

The assembly and hex code 
form of the BIT test are as 
above. 

The Shift and Rotate 
instructions 

To shift a register or memory 
byte means to push the bit 
pattern sideways by one bit 
position either to the left or to 
the right. The coding details of 
the two instructions which 
produce shift action ASL 
(Arithmetic Shift Left) and LSR 
(Logical Shift Right) are shown 
below. Rotating a register or 
memory byte is similar to shift 
action except bits, which 
would normally overspill at the 
end are re-inserted again at the 
other end. The two instructions 
are ROL (ROtate Left) and ROR 
(ROtate Right). 

The shift and rotate instructions 
are unique in that one of the 
available addressing modes is 
Accumulator Addressing so 
they can act directly on the 
accumulator or they can act on 
memory locations. If the action 
is required on the accumulator, 
the mnemonic op-code must 
be followed by A. Note that an 
operand byte is not required. 
For example, ASL A will shift 
the contents of the accumu- 
lator one place left. A common 
mistake, when using an 



Hex code 
24 xx 
xx xx 

assembler, is to just write ASL 
and forget to follow it with A. 
This would be unrecognisable 
code. The instructions must 
either have an A or an operand 
address following the 
mnemonic. If the hex code is 
entered directly without the 
use of an assembler, the above 
warning does not apply 
because the hex code itself 
distinguishes between 
accumulator or memory 
addressing. 

Note (hat in all four 
instructions, the C bit is 
involved and can be thought of 
as the 'ninth bit'. LSR and ASL 
provide essentially 'open-loop' 
actions because bits,can drop 
out or be lost if the C bit is 
already occupied. On the other 
hand, ROR and ROL provide 
'closed-loop' actions because if 
any bit ispushedoutatoneend 
it is re-inserted at the other. It is 
easier to follow the action of 
these four instructions by 
means of simple diagrams as 
shown in Figure 6.2 



Figure 6.2 



LSR A 
ROR A 



- 



Although the C bit appears to 
be joined to the registers, we 
should bear in mind that it is 
physically located up in the 
status register of the 
microprocessor. 

Single byte 
multiplication 

Subject to overspill into the 
carry, shifting left by using ASL 
will multiply by two each time, 
so four consecutive ASL 
operations will multiply 
existing data by sixteen. It must 
be understood that simple shift 
or rotate instructions can only 
multiply by an integral power 
of two. If, for instance, we want 
to multiply by 5, we must shift 
the accumulator left twice and 
then add the accumulator to 
itself once. 

Single byte division 

Division by two is achieved by 
LSR although we must 
remember that the overspill 
from the right (from the lsb| 
goes into the carry. As a matter 
of interest, the reason why LSR 
is named Logical Shift Right is 
due to this very reason. It is 
arithmetically absurd for carry 
status to be in the Isb position, 
hence it is deemed to be 
'logical' rather than 'arithme- 
tical' in nature. This is in 
contrast to ASL (Arithmetic 
Shift Left) where the carry 
action is natural because it is 
positioned at the msb end. 
Unless the programmer is sure, 
perhaps by prior local 
knowledge of the data limits, 
multiplication and division 



techniques rely heavily on 
careful checking of the carry 
status. In double length 
working, the carry bit provides 
a continuity link between the 
low and high bytes of the 
composite number. 

Double-byte 
multiplication 

This provides a useful exercise 
in shift and rotate instructions. 
Although two separate 
locations are used for each 
double byte number, the C bit 
provides continuity between 
the two. Although ASL and 
ROL both multiply by 2, the 
carry can be a problem if they 
are not chosen wisely. No carry 
must be allowed to enter the 
lower order byte from the right 
so ASL is appropriate. On the 
other hand, the higher order 
byte must take into considera- 
tion the carry from the right so 
ROL must be used. Assuming 
the data is in two bytes of 
memory, the coding would be: 

ASL low byte 
ROL high byte 

Double byte division 

Division is virtually the 
opposite to multiplication so 
the higher order byte must be 
attacked first and a carry must 
not be allowed to enter from 
the left. This suggests LSR is 
correct for the first step. The 
lower order byte must receive a 
carry (if any) from the left so the 
correct instruction is ROR. 
Assuming the data is in two 
bytes of memory, the coding 
becomes : 


















Mr ^l vV r 
SI /" A • 




V 




UflGATOfi 


EXECUTIVE OFFICER 


SCIENCE OFTXER 


CAPTAIN 


ENGINEERING OFFICER 


3RD OFFICER 


ENGINEERING OFFICER 






5«ci*fc*e. UMikMM enHora - 


Wm. DrproaDM Ohngmii - 




WUhNAmbAM 


Cyniat UtiHoui. 




CmmLot* 




EiutenllaMK 


Pjrtntiat* RrtWlioui 


AuHwWHt* RwowiHul 


UMrustarttVr. IMfUppWW 



THE CREW 

Personnel 
files follow — 
yours to 
command — 
well almost... 



SPECTRUM 48K CBM64 




Featuring 
the unique 

Personality Control System 



No. 1 Golden Square. London W1R 3AB, Telephone 01-437 0626 




Richard Bartle immerses 
himself in MUD. Follow his 
footsteps into the Jungle. 



COMMODORE OWNERS WHO KEEP 
themselves abreast of happenings out 
there in the big, bad, computer world, 
won't have failed to notice the new 
network which has been set up especially 
for CBM64 owners, Compunet. They'll 
also be aware that while it's quite a 
promising system, it's still in its infancy 
and hasn't too many games available on its 
pages. 

This should change fairly quickly, 
because there's an area of the network 
known as The Jungle, where users can 
upload their own pages, including their 
own software, and even make people pay 
if they want to play it! Most of these will 
be games specially designed for the 64, 
which will download into your machine 
and use the modem as a dongle to stop 
you giving it to other people (or, even 
worse, selling it!). There's one program, 
however, which doesn't do that; you 
never get a copy of it zapped down the 
line at you because it runs on whacking 
great big mainframe computers, the same 
ones which the Compunet system itself 
uses. It uses more disc space than you can 
store on a floppy, never mind a cassette, 
and (not surprisingly) it's the only game of 
it's kind in the world. This program is 
called MUD, an acronym for Multi-User 
Dungeon. It's a normal adventure game in 
virtually every respect except one: you 
don't play alone. 

Multi-user dungeon 

MUD is the first adventure game 
where more than one person can play at 
the same time. To understand the full 
impact which this has on the game, you 
really have to play it. The difference made 
by the fact that other people are in there 
with you is so profound that it's very hard 
to get over in an article such as this. It's just 
such an incredible extra dimension that it 
leaves ordinary games standing. With 
other players around to thwart your 
ambitions, or help you when you're 
down, to chat with you (while perhaps 
relieving you of your belongings!), MUD 
improves on the basic concept of an 
adventure game by such an extent that it 
just has to be the way computer games 
are going to go in the future. MUD on 
Compunet may be the only commercial 
version available for the moment, but 
within a couple of years there will be 
multi-user adventures sprouting up all 
over the place. The whole computer 
games market may never be the same. 

If MUD's such a good idea, then, why 
hasn't it been thought of before? Good 





STUCK IN 

MUD 




question! The problem is that in order to 
manage such a piece of software you need 
very powerful computers. Micros just 
aren't up to it. No-one is going to buy a 
mainframe computer with half a million 
pounds just to see if they can write a 
multi-user adventure game! Also, it's only 
recently that the micro boom has started 
to give way to the communications boom, 
with modem sales rising as micro sales 
start to drop. Up until now, there's been 
hardly any market for games which you 
can just play over the phone lines. Now, 
however, the growing number of modem 
owners looking for something new to do 
with their machines has prompted people 
like Compunet to set up networks to tap 
the market. 



Advent 

In order to trace the development of 
MUD, we have to go back to 1979 at Essex 
University. There, undergraduates used 
to spend their free time on the 
University's mainframe computer playing 
this new game they'd discovered. They 
knew it as Advent, but these days it's 
called Adventure or Collosal Cave. 
Judging by the impact it has had on the 
world of computer games, perhaps the 
name Advent is more appropriate! 

One of those undergraduates, Roy 
Trubshaw, played Advent and liked what 
he saw. There were a few things which 
really niggled him, though, for example, 
the poor command parser (verb-object 



Game Feature 



m 



pairs only). He was also annoyed by the 
(act that Advent was a one-off, and if he 
wanted to make the program work for 
another fantasy world it would have to be 
done from scratch. Why bother rewriting 
all those routines to move, drop objects, 
kill monsters and the like when most of 
Ihem are common to all adventure 
games? What he envisaged was a game 
which had its own built-in adventure- 
designing language, so you only had to 
say a few things and It knew what to do 
with them. If all adventures have tables of 
rooms, objects, room connections and 
the like, what is to prevent your making 
them data instead or part of the program? 
And take our game-dependant stuff too; 
like having it check there's a bear 
following you every time you go round 
the command loop so it can inform you 
you're being followed by a bear..? 

The other major disadvantage he saw 
in Advent was that it was only a single-user 
game. No-one else could be in there with 
you to help you out in times of trouble, or 
give you times of trouble if you had more 
treasure than they did! Surely a game 
along those lines would be much more 
fun? 

And so he set about writing such a 
game — called MUD. It had a language 
of its own to define the world, and 
because Essex University's powerful 
(by the standards of those days!) DEC-10 
computer did timesharing, it wasn't too 
difficult to arrange it so several people 
could play at a time. The thought of what 
would happen in the future if everyone 
had a computer of their own which they 
could connect to a network to play games 
of this kind, just didn't concern him; he 
was doing it solely out of interest and love 
of programming. 

A helping hand 

What Roy came up with was a bare- 
bones system, which had a programmable 
world, a passable language parser, and 
multi-user capabilities. Now one of Roy's 
friends was a chap by the name of Richard 
Bartle. I'd say he was an expert games- 
player and a programmer of the most elite 
class, except since he's me you'd think I 
was boasting! In spring 1980. Roy had 
gone about as far as he wanted to with 
MUD, I'd helped him with ideas from the 
start, but the programming was all his own 
work. However, Roy's great love is writing 
programs, and he's not particularly 
interested in designing adventures, so I 
gradually took more of a part in designing 
the game, starting with adding new rooms 
to the world which it modelled and 
gradually moving over to adding bits to 
the code. When Roy left at the end of his 
3rd year, I took the game over and have 
never looked back! 

The first thing I did was to rationalise 
some of Roy's experiments. The multi- 
user aspect hadn't been explored in full, 
and there were anomalies (such as if two 



people were in an underground room 
and one had a torch, the other couldn't 
see). I fixed those sort of things, and 
added in a few more interactive 
commands like stealing, helping, giving. I 
increased the number of rooms gradually 
to its present number of 418, and put in an 
appropriate number of new objects (an 
easy thing to do since we had the Multi- 
User Dungeon Definition Language — 
MUDDLE!). What the game didn't have 
was a purpose, however, so I put in the 
concept of scoring for treasure, and 
having levels of experience based on the 
amount of treasure you'd accumulted in 
previous games. 

In order to debug MUD when we'd 
just stuck in new rooms, we'd always had a 
"debug mode", or "wizard mode" as we 
used to call it. If a new room complex had 
been added, then to test it out we might 
normally have to get an axe, chop down a 
tree, fetch a light source, and go beneath 
the tree to explore the new rooms. 
Wizards could fly to any room, and they 
glowed in the dark. 

Snoop 

About this time. I had a spare afternoon 
and decided to put in a new feature, 
the "snoop". With this, one player 
(if they were in wizard mode) could 
sit and watch what was on the screen 
of another player, without that other 
player knowing. The original intention 
was so you could see common mistakes 
people made, and try to get the 
game to cope with them. It turned out to 
be far more useful than that! 

When I put in snoop, I spent the next 
3 hours enraptured by watching other 
people stumble about the game and make 
complete fools of themselves! It was 
tremendous fun! The lime just flew by, 
and I resolved that I'd better make this 
facility more generally available. So. when 
people got a certain number of points for 
playing, they were given the password to 
wizard mode and obtained the same 
powers as I had. 

Wizard mode works really well. Non- 
wizards (mortals) all the time witness the 
power of wizards, and strive to make it 
themselves. To date, 52 players out of 
maybe 3 or 4 thousand who have tried the 
game have managed to make it to the top. 
We also have female wizards, who are 
called witches, so there's a generic term, 
wiz. to mean both wizards and witches. 
Wiz's still play if they can, too, because the 
game is never ending. When you're a wiz, 
there are still fresh supplies of new people 
coming in to watch as they progress 
through the game, and you have plenty of 
friends in there anyway if you just want a 
chat. Although wiz's are able to do 
immensely powerful things (there's a 
CRASH command — and it makes MUD 
do just what it says!), they rarely do. This is 
because they've been mortals themselves 



and know how heart-breaking it is for 
someone to interfere with the game and 
make them lose all their points. They tease 
mortals, yes, but always reward them with 
a few treasures afterwards to show they're 
really nice deep down... 

The rest of the world found out about 
MUD from ex-Essex players who left with 
a yearning to hack and slay in the world of 
MUD. The grapevine was the only way 
people heard about the game for ages 
afterwards, until the present flurry of 
articles in the Computer press. Now I get S 
or 6 letters a day from people asking how 
to access MUD. 

Playing the game 

So how can you play the game? Well, 
there are currently two 'open' versions in 
Britain (and one in Norway!), one of 
which is free and one of which isn't. The 
free one is based at Essex University, and is 
the original. Because of this, it gets 
changed whenever I feel like it and is 
prone to crashes (OK, so it crashes at least 
once a night!). Also, it keeps 
extraordinary hours, like midnight to 
7am, or, if the computer is exceptionally 
busy, from lam to 7am. The University 
may not charge money to play it, which is 
very decent of them and makes you glad 
you pay your taxes, but BT do charge 
money, and to access MUD via PSS(theBY 
national network) costs at least £250 an 
hour. The second MUD site is Compunet, 
which comes to around £3.50 an hour, 
but doesn't crash so often and has more 
civilised hours. 

Compunet will be sole distributors of 
the current version of MUD for some 
time, but work is already proceeding 
apace at the new, improved version! 
There has to be a new version, because 
now people know how good MUDs are 
they'll start designing their own, and we'll 
have a whole bunch of them appearing 
before you know it. The best these will be 
able to do is imitate MUD, however, 
whereas with the order of 25,000 hours 
playing time behind it, the Essex MUD has 
lots of experience which can be drawn 
upon in creating an even better version (if 
such a thing is conceivable!) (oops, did I 
just boast?). 

For the moment, though, MUD 
remains unique. So if Father Christmas 
brings you a Commodore modem for 
Christmas, and you find yourself huddled 
over a micro on December 25th, snow 
falling outside, a mug of hot soup beside 
you, as you tapthrough gloved fingers at a 
keyboard that's beginning to freeze over, 
remember it's only your body that's 
feeling the cold. The real you is perhaps 
hundreds of miles away in MUD. sword in 
hand, wand at the ready, doing battle with 
who knows what and who knows whom, 
to force your way against the odds up to 
wiz. MUD is always warm, of course — it is 
in the Jungle, after all! 



E 



FIRST 
AID 




for your 64 

Computers, like people, are fallible. They need the right 
combination of code and care to perform effectively in the 
business or the home. And that requires first hand knowledge 
from you to create a healthy operating environment for your 

Commodore 64. 

Knowledge about machine language, about the lesser known 
qualities of the 64, about the disc drives, graphics, and about the 
tricks and tips to keep your 64 on line. That's why First Publishing 
has now launched in the UK a series of high quality books and 
software packages to provide a complete health care kit for your 
64. Commodore 64 users throughout Europe have already found it 

a tonic. We think you will, too. 



!^"r it brochure <•» rII iln- CiwuwmIok m buofc* umI wflwarc package* •vniUhk imm^ 
■ Him ful'Wiinj:. plcj*c 1 1 II »n ihc OBdpM oral HAl In Am-inilj York. HrM fuhliJiinu . ■ 
| Ural 2*111. MtiiM-shitc Kjiatl. HnrM-%hin- t'.nk Pjn>iU»uirR\ P c ritlMll | 




Hi - in, Amanda York al (II7157| 5244 MCafcO Software Jl M-546 T2Sh 
- — ~£ 



vcom/sj FIRST PUBLISHING LTD 




SETTING 



If you want to try your hand 
at writing adventures but 
don't know where to start, let 
Allan Webb show you the 
way into this complex subject. 



ONE OF THE MOST GRIPPING ASPECTS 
of adventures is that writing them is as 
challenging and enjoyable as playing 
them. The programming aspects tied up 
in adventures are various, including 
artificial intelligence, data compression 
and graphics. In this series of articles, I 
intend to discuss some of the aspects of 
writing adventures. I don't intend to 
spoon feed all the code necessary for 
you to write a complete adventure; there 
are enough books on the market which 
do that job. Instead, I want to give a 
collection of ideas and routines which, I 
hope will trigger your own ideas and 
perhaps give your games something extra. 
Owing to space limitations, the number of 
listings will be limited to a few machine 
code utilities. 

Plotting 

The most crucial phase of any adventure is 
the writing of the scenario and plot. It's 
the quality of the plot which will make or 
break your masterpiece. Before doing 
anything, I suggest that you look at as 
many other adventures as you can, note 
what they do and ensure you don't copy 
them. Nobody likes a copy whilst 
everyone will admire an original. If you 
must research for ideas try the written 
word. You should decide in detail what 
happens where and who is involved.Don't 
be tempted to start coding until you're 
happy with the plot. 

Mapping 

There are two general ways of mapping 
adventures, each with its own particular 
feel. The first type of map uses discrete 
locations, each with a description, with 




OUT ON AN 
ADVENTUR 



12 3456789 18 



1 
2 
3 
4 
5 
6 
7 
8 
9 
18 



w 










OA 








''S\ 






















































AA. 






J 
















7 




































V 


L b 


J frr 




































V 


/ 
















35 



Figure 1. The grid map 



linking paths. Figure 2 gives a simple 
example. This method can give the feeling 
of discontinuity with sudden jumps from 
one scenario to the next if care isn't taken 
with the choice of locations. If your 
scenario is large and you want a better 
feeling of space and gentle transition, 
consider figure 1. This map is split into a 
grid which defines the various locations. 
Your position on the map is simply 
defined by a pair of coordinates. Despite 
the larger number of locations, you don't 
necessarily require a larger number of 
descriptions. For example, all areas of 
mountains or all areas of open land will 
have the same descriptions, so that 
perhaps half a dozen descriptions can 
cover a large percentage of the locations. 

The feel and atmosphere of your game 
will depend on the quality of the 
descriptions of the scenario. Both 
graphics and text can be used to provide 
descriptions. There is a lot of silly 
snobbishness when it comes to whether 



LOC 1 




LOC 5 














LOC 4 






/ 






LOC 2 




LOC 3 



Figure 2. Map with paths 



graphics or text should be used. In my 
opinion graphics are rather too RAM 
hungry and you get too poor a return 
from them to justify their use. In fact, 
good use of text can give an excellent 
atmosphere; try the Level 9 or Infocom 



E 




Program Listing 1 



— 







10 
20 
30 
48 
50 
60 
70 
80 



XB=XC-X D: VD-VC-VP 
IF XB=0 THEN' XC=XC+.@001 
IF VD=6 THEN VC=VC+.000i 
PR=RBS < RTN < VD/XD > > #57 . 29 
IF<VC<VP RHB XC>XP) THEN 
IFCVOVP AMD XC>KP) THEN 
IFCVOVP RND XCW) THEN 
AND HXXP) THEM 



CU : U 

GOTO 



10 
10 



IF(VC<VP 



AN*90-PA 
AH=S8+Pfi 

RN=270+PA 



50 BE»INT<ftN/45+.5>+l 
m RteSQR<XD12+VB12) 



IF BE=9 THEN BE=! 



Text storage 

OK, enough theory, now some harsh 
reality. Where on earth can all this 
marvellous text be stowed. Text tends to 
be memory hungry. If, for example, you 
have fifty locations each with a three line 
description, you will loose 6K of RAM. 
The simple method of saving the text is by 
use of DATA statements and strings. All 
very nasty and wasteful. How about 
sequential files on cassette or disk? Again 
not ideal. The most elegant approach is to 
use the spare RAM behind the ROMs. 
Specifically, the 8K behind the BASIC 
ROM. Listing 2 gives a routine for printing 
text stored in RAM. 



E 



games and see. I would simply add that 
you don't find pictures in most decent 
novels. 

In this pari, I will deal with text, but 
fear not, I will discuss graphics in a later 
section. You can split the description of a 
location into three sections. First there is 
the main description. You know the sort 
of thing.. ."You are in a long room filled 
with stone emporer penguins". This 
section never changes during the game. 
There then follows a variable section 
describing fixed items which might 
change status. For example.. ."There is an 
open door, the light is on." to give real 
variation, a third section can be included. 
This will describe "one off" occurances 
such as "A herd of hippos is walking by" 
or "An old man is wrestling with an 
Aardvark in the corner." 

Where the large scale map approach is 
adopted, the use of the third section is 
vital to prevent the scenario becoming 
monotonous. You can also include other 
variables to add spice. Everyone knows 
the boring old situation where you enter a 
cave and must have a torch because it's 
dark. This can obviously be extended to 
cover other areas. For example why not 
have day and night periods, or how about 
including the weather. The occasional 
snow storm or monsoon can be used to 
make the game more difficult or 
hazardous. 

Relative Positions 

Because of the open nature of the large 
map approach, a better feeling of 
movement can be obtained by use of 
relative positioning. Imagine you are 
standing to the south of a village. As you 
move northeast, your position and 
distance relative to the village will change. 
If the village's position on the map is 
known, the exercise is trivial. Listing 1 
shows how to calculate your bearing BE 
and range in arbitrary units (RA) from a 
point XC.YC Your position is XP,YP. BE 
will have a value between 1 and 8 can be 
used to print the bearing as a point of the 
compass such that north=1, northeast=2 
etc. 



Program Listing 



10 DRTR172, 132,3, 136, 135, 0. 206, 133, 170, 135,0 
15 BATA207, 133, 171, 165, 1,41,254,133,1 
23 BR7R160,0, 17^, 170,240,7,32,210,255,200 
25 BRTR76 , 22 , 202 , 1 65 , 1 , S > 1 , 1 33 , 1 , 96 , 0 
30 FOR I = 51712 TO 51752 
READ X: FOKE NEXT 
LT=52735 = HT=52931 : SP=1 0*4056 • MN=0 : NM=3 
F0RMH=1T0NM 
READ I* 

POKE HT+MN,SP/256 : POKE LT+MK SP-IHT(SP/256>«256 

"OR I=8T0LEN<I«-1 
CH=R3C<MIB$(I*, 1+1,1 >> 
POKE SP+I.CH 
NEXT 

POKESP+!,0-SP=SP+I+l 
FOKE900, UN : SVS51712 : PRINT : NEXT 
REM 



48 
50 
60 

70 

S3 

119 

120 
130 
140 
150 
160 
170 
ic3 
190 
200 



REM 
REM 
REM 
REM 
REM 



LOW BVTE TfiBLE STRRTS RT 52735 
HIGH BVTE TAKE STRRTS RT 52991 
MESSRGES STRRT RT 40960 
Nil HOLDS THE NUMBER OF MESSRGES 




210 REM 900 HOLDS THE NUMBER OF THE MES3R0E TO BE PRINTED 

220 REM 
232 REM 

240 REM MESSRGES STRRT HERE 
230 REM 
260 REM 
S00&0 BRTR 
3001b DRTR 

30020 DRTR 



"MESSROE 1 ,: 
"MESSAGE 2" 
"MESSAGE 3" 



This concept can also be applied to 
major landmarks such as mountains, 
deserts and the sea. 

You can then print after your description 
something like: 

"4 leagues to north lies a castle." 



This routine both saves and recalls the 
text from the block of RAM starting at SP. 
The start of each message is kept in LT and 
HT. If you want to use the routine as a data 
loader simply change line 140 so that 
holds just NEXT. The following simple line 
will print message number MN at the 



Programming 



current cursor position in the current 
colour: 

10 POKE 900,MN: SYS 51712 

Lines 10 to 40 must be included in your 
program and executed before you try to 
print a message. You can use this routine 
with any section of RAM below $C0O0 
(49152). 

I've ignored the area behind the 
Kernal ROM since it can be used for high 
resolution graphics. Listing 3, however, 
will enable you to use this area for storage 
if you wish: 



you switch out the ROM before saving 
and switch it back in afterwards; both 
from within the monitor. Saving data 
from behind the Kernal ROM is tougher 
since the input/output chips are in that 
area. A loader such as listing 2 is the 
simplest way of loading data into the area 
above $CFFF. 

Layouts 

Finally, I want to say something about the 
layout of the complete adventure. If 
you're using BASIC, you must take care 
with the layout to ensure maximum 




Program Listing 3 











— 



1 




DATA76 1 34 , 282 , 76, 169 , 262, 32, 212, 232 
BfiTR165,28, 133, 158, 155,21, 133.- 159, 168,8 

1,141,231. 3,41,243, 120, 133,1 
DATAI77, 153, 141,232,3, 173,231,3, 133,1, S3 
DRTRSS, 32, 212, 282, 165,28, 133, 158, 165 
FHTR2 1,133,155,32,212, 282 , 1 65, 28 , 141 , 232 

7 BRTR3, 168,8,165, 1,141,231,3,41,248, 128 

8 CRTR133, 1, 173,232,3, 145, 158, 173,231,3 
$ DATA 133, 1 , 68 , 9$ , 32 , 253 , 1 74 , 32 

18 BATA138, 173,32,247, 133,36 
15 "OS I = 51848 TC 51S33 
26 X: POKE I,X= NEXT 

18888 A*= W 7HI$ IS BEHIND THE KERNAL ROM" ^SR* 13*4696 

18318 FQR!=1TQLEN<R*> 

18628 CH«ftSC<WW<ftt,I,i)) 

18836 SVS 51643 * SA*I , CH : NEXT 

18848 F0RI*!T0L£N<A*> 

16858 SVS 51348, SR+I 

18860 PRINTCHR«PEEKC103e)>j - NEXT 

28886 REM 

26813 REM 

28828 REM FOKEPLL. . ..PUT VALUE IN LOCATION 1888 
28838 REM SVS 518*3, ADDRESS* VALUE 
22-d4d REM 

28358 REM PEEKALL....SVS 51848, PDHRE3S 
28860 REM VALUE IN 1880 
20078 REM 



This routine enables you to POKE and 
PEEK any section of RAM. Lines 10000 to 
the end show how to store text by 
POKEing it into RAM. It's slow but works. 
Lines 1 to 20 must be included in your 
program if you want to use the routine. 

A quick look at these routines will 
show that a fair amount of data is 
associated with any adventure. I would 
recommend any beginners to use a data 
loading program to put all the data into 
RAM before loading the main adventure. 
More advanced souls can save the data 
using a machine code monitor. Data 
which hides behind the BASIC ROM 
can be saved using a monitor provided 



speed. Figure 3 shows the algorithm I use. 
As you can see, it's essentially linear. The 
first box involves setting up variables, 
loading machine code and other 
sundries. The second section performs 
the repetitive steps such as updating the 
display, checking for night, checking to 
see if you've won, looking after the 
movement of characters etc. This 
section is executed after every "turn". 

The next two boxes take your 
command and interpret it. You are 
warned of nonsense commands at this 
stage. If your command is valid the final 
step performs the command. I favour the 
use of ON GOSUB or ON GOTO 



FIGURE 3.. 



I MI T I AL I 7-F 





HOUSEKEEPING | 




INPUT ~1 
COMMAND 


-I 




PARSE & 
INTERPRET 




constructs to "fan out" the flow, so that 
parallel rather than serial routines are 
used. Again this increases speed. 

Each verb routine has a similar form: 



Validity check 

■ 

Perform action 
Catchall 



The validity check makes sure that the 
object is present or is carried and inputs a 
suitable command and exits if it isn't. The 
catchall ensures that a non-essential or 
unrecognised command is acknow- 
ledged. Random catchall responses such 
as.."Sounds fun but I've got a headache" 
or "I did that yesterday" or "That won't 
achieve anything" will give more variety 
rather than a fixed response. I consider it 
vital that a variety of responses are used to 
make the game entertaining. You will 
note my examples are somewhat 
eccentric; you can equally use serious 
replies. Any author using simply "I can't 
do that" deserves to be shot. 

The real secret to writing an adven- 
ture is structure. It's inevitable that 
the code is going to be lengthy and if you 
don't take care, a rats nesi of indeciferable 
code will result. Keep a track of what each 
section and variable does. Keep a careful 
eye on GOSUBS. Avoid nested GOSUBs 
since if you get an OUT OF MEMORY 
ERROR it can take hours to track it down. 
Use REMs initially to help you keep track 
but don't make a REM the target of a 
GOTO or GOSUB. 

In the next instalment I will discuss 
interpreters and moving about the 
scenario and will give a listing for a 
machine code interpreter which will 
provide a little zip to your adventures. 



E 




States. Kevin Cox went 
backstage. 

QUESTION: WHAT HAVE THE RECORD 
and the software companies got in 
common? Frankie Goes To Hollywood is 
one answer — Ocean have just released a 
game featuring members of the band. 
Dave Greenfield of the Stranglers has 
written an adventure game for the 
Spectrum which is tacked onto the tail 
end of the cassette version of their latest 
album. Aural Sculpture. Even the words 
'cassette' and 'disc' are inter-changeable 
between the two industries. 

"Software is part of 
entertainment." 

Now there are also a couple of new 
companies with proven track records 
(pardon the pun) in the music business 
making the move into software. They are 
CBS Software which grew out of CBS 
Records, and Ariolasoft, a part of the big 
German corporation, Bertelsmann which 
also owns Arista/Ariola Records. Both 
new companies insist, however, that the 
most important thing they have in 
common with the record industry is 
entertainment. "Software is part of 
entertainment," said Frank Brunger, the 
Sales and Marketing Manager of 
Ariolasoft. "It is to all intents and purposes 
a fun element which is what music is all 
about." 

This fun element came over very 
strongly when I went to interview Frank, 
and Ashley Gray, the Managing Director. 
They not only share the same desk (it is 
rather a large one) but they also share the 
same sense of humour. At times you 
wonder if Brunger and Gray might not 
have made a name for themselves as a 
comic double act in another branch of the 
entertainments business. For example, I 
asked Frank if they personally appraised 
every game which is to appear under the 
Ariolasoft label. 

Brunger: We look at every single game on 

several different levels. 

Gray: If we can get to them, of course. 

"We have attempted to ally 
cjuite closely to the record 
industry." 

Both men have plenty of experience of 
what entertains people. Until Ariolasoft 
was started in October last year they had 
spent more years that I cared to ask them 
working for CBS Records. They know the 
age group at which pop records and 
computer games are traditionally aimed. 
"We have attempted to ally quite closely 



IMPOSSIBILITY 





4 irj^. 
KDA :e 




em. 



to the record industry, in the packaging, 
advertising etc., because it very much 
suits the market," said Frank. He sees 
games in much the same way that he used 
to see pop singles at CBS, though he 
realises that a good game may have a 
much longer life span than the brief chart 
entry of a one-hit wonder. And on the 
subject of charts he is adamant that the 
industry must adopt a single and credible 
chart which will become the standard — 
the Gallup one which appears in Your 
Commodore for the first time this month 
is the one that gets his vote. 

So what about the software. Their first 
twelve releases are all American games for 
the 64 which they have re-packaged and 
translated into cassette versions. All of the 
games come from two of the most 
respected U.S. software companies, 
Broderbund and Electronic Arts and they 
have all been hits in America. You may 
already have heard of some of them: Lode 
Runner, Choplifter, M.U.L.E., Raid on 



Bungeling Bay because they have been 
available as imports priced at about £30- 
£40, roughly equivalent to their cost in the 
U.S. So how can Ariolasoft sell them in this 
country at £9.95? Ashley Gray told me, "I 
think the fundamental point is that if you 
are going to exploit the market, you have 
to charge the market price. The market 
price in the U.K. is not £30 a game. If it 
were there would be no room for us, 
because as you know Broderbund would 
have done it already. The product has 
been available on import. However, if you 
remove the freight, remove the customs 
duties and you end up with different, 
cheaper packaging then you are bound to 
end up with a cheaper price." As he 
lexplained the development costs have 
already been met, in the U.S. 

CBS Software have a similar 
arrangement with the American software 
house, Epyx, famous for Summer Games 
and now the brilliant Impossible Mission. 
Brian Hyams of CBS admits that they 
arrived late in the market — the reason 
Summer Games was released by 
Quicksilva was because CBS Software was 
not ready at the time. However, it was 
only last year that the U.S. and U.K. 
markets found a machine in common, the 
Commodore 64, which made it 
economically feasible to import and adapt 
software. It is too early to say what effect 
importing U.S. software will have on the 
home market but the repercussions could 
be considerable. Because American 
games are disc based and much more 
expensive they are generally more highly 
developed than the product we are used 
to. I put it to Ashley Gray that we may 
eventually in this country become 
completely dependent on American 
software because nobody here will be 
able to afford the costs of longer 
development times needed to compete. 
"I disagree with you fundamentally 
because I think the reason U.K. software is 
not as good as it could be in comparison 
with the U.S. stuff is very simple; that is, 
that business as we have it in the U.K. is, in 
many different aspects, not yet fully 
developed. And I think you will find that 
most U.K. software houses have not yet 
decided to develop software which is 
marketable worldwide. You only have to 
look at the names of some of the games 



and they are solely U.K. based products. 
They don't mean anything to anybody 
outside the U.K." 

He believes that it is not necessarily 
greater development times which will 
allow U.K. software to compete but 
greater attention to detail which can be 
had for minimal extra cost. That being the 
case, I wanted to know if he foresaw the 
possibility of exporting U.K. software into 
the States at considerably reduced prices 
and perhaps cleaning up. "I think it 
unlikely that that will happen. I think it 
much more likely that, certainly as far as 
Ariolasoft is concerned, we will source 
better, more expensive software in the 
U.K. and sell it at a higher price in the U.S. 
to pay for it. And gradually the two 
countries will come towards an 
equilibrium." He added, "I fundamentally 
believe that if we are to create our own 
presence in terms of sourcing product in 
the U.K. we have to consciously source 
product which is the best and which 
stands the best chance of competing 
against the existing Ariolasoft products in 
their own markets. In other words, I am 
not interested in sourcing product which 
cannot stand up against Broderbund and 
Electronic Arts in the States." 

"...it should be a major piece 
of product which has totally 
international marketing 
possibilities." 

Fair enough. I suppose that there is 
something of the puritan in me which 
resists the idea of yet another American 
invasion sweeping aside the home-grown 
product. Now I know that nobody is going 
to buy a second-rate game just because it 
was written down the road and that it's a 
lot better on the pocket to pay £10 for a 
program rather than £30. However, it's 
still good to have the assurance that a 
company like Ariolasoft is committed to 
U.K. software. 

So when can we expect the first non- 
American Ariolasoft game? Ashley Gray 
again, "Well, we have one piece of 
product which shall remain nameless, 
because we are not telling anybody about 
it as yet, which we hope to have available 
for shipping to the trade in the middle of 
the summer. It will be sourced through a 
U.K. software house. I do not know as yet 
where it will be written. It may very well 
be written in the U.K., it may be written in 
France, Germany or wherever." Nothing 
had been finalised when I spoke to him 
but he added, "If we go ahead with it, it 
should be a major piece of product which 
has totally international marketing 
possibilities. It's going to be very big." No 
hints, no clues? "No hints whatsoever." 
Vou can bet I'll be chasing him up about 
that one. 

With all their other connections in the 
entertainments industry, I wondered how 




EfJYX 




soon they would be organising tie-ups 
with records as they are released and later 
perhaps films. First, Brian Hyams from CBS 
Software told me that he does not have 
simultaneous rights to CBS music. 
However, he is not considering 
commissioning U.K. software until the 
end of this year, so it may be a little early 
for him to say. 

Ariolasoft were keen but saw the 
pitfalls. Tie-ups cost money and they 
don't always work, was Ashley Gray's line. 
"Ghostbusters is a good example of a 
company (Activision) that got it right," he 
said. However, he also named another 
couple of examples of which he was more 
sceptical. Nevertheless, he was aware of 
the potential of good music on a game, "If 
the sound is good, it is a big plus." 

Another inheritance from the music 
industry was his and Frank Brunger's 
vehement condemnation of all forms of 
piracy. All software houses are united in 



their attack on organised piracy. 
However, I have spoken to some who 
express a certain understanding for home 
copying. Perhaps the companies are 
afraid of offending some of their 
customers. Ariolasoft is adamant. For 
them the slogan, home taping is killing 
music has become home taping is killing 
software. Frank said that he can see no 
distinction between going intoa shopand 
stealing a toy or stealing software by 
copying it. 

For this reason they are against all 
forms of software hire scheme* and they 
will not allow any of their games to be 
down-loaded electronically, though they 
have yet to consider Compunet. They are 
also looking forward to the time when 
software is simultaneously launched in 
the U.S. and the U.K. Only then will 
bootlegging become unprofitable. To do 
this they are being, and I quote, 'fairly 
aggressive in clearing the back-log' of 
games. We should be in for a bonanza of 
software on the Ariolasoft label for some 
time to come. 

"If the sound is good, it is a 
big plus" 

I have really left the most important 
advantage which these two companies 
possess until last: experience. Both 
companies have a good, saleable product 
but they also have the ability to exploit it. 
You can't hype rubbish for long, but many 
excellent programs have disappeared for 
want of exposure. As Frank Brunger says, 
"The days of the cottage industry are 
passed," and he is a man who has not 
come from the cottage, but the glass 
tower world of a successful international 
company. Similarly, Ashley Gray says, 
"There has to be a new professionalism." 
They are both relative newcomers to what 
is really a very new industry, but they 
bring with them the disciplines of a 
related and more established business. 
Already they are looking at new ways of 
getting their message across (without the 
advantages of the record industry's ready- 
made medium, radio) and looking at new 
outlets for their product (record stores are 
the obvious target). Combined with this 
marketing experience, though, is a 
freshness of approach. Frank Brunger 
admits that he is no computer buff, but 
sees this as no disadvantage. "If a program 
works for me, it should work for the mass 
market." 

Above all, like all good record 
companies, both Ariolasoft and CBS 
Software are not just chasing the hits but 
building a broadly based catalogue. The 
next new releases from CBS are to be 
educational programs, a market 
Ariolasoft is also intending to enter, as 
well as the business field under the 
provisional title of Prosoft. 

Entertainment is after all a serious 
business, but it can also be fun. 



...7 busy characters, 10 lost chords, 12 hours, 48 Traffic Wardens, 
95 London Tube Stations, 126,720 square feet of London, 
7 million Londoners... 943 action filled screens. 



PAUL MCCARTNEY'S 




THE FASTEST WAY TO GET THE 

BEST PROGRAMS 



Software Supermarket is a very different kind of software shop First, we actually play all the programs ourselves • and choose just the best to offer you Second, we send FREE 
with your order our unique 32-page catalogue of the best programs - which quotes all the reviews and even lists load times' (For a ca talogu e only, send £1 cash and we will 
send you a voucher for £1 off any order - plus your catalogue } Third. WE ALWAYS TRY TO SEND OUT YOUR PROGRAMS ON THE SAME DAY WE GET YOUR 

ORDER. UK puces include VAT Export prices are the same (plus p&p) To order by VISA/ACCESS call 01-789 8546 at any time. 24 hrs a day We're not the cheapest, but our 
customers in over 40 countries tell us we're the fastest - and we only sell the best 



CLIFFH ANGER 



The way that both characters act as if in 
a cartoon is superb aft my dreams have 
cook true graphics and animation are exceftent ' (PCGamesI 'You II either hnd it irritating 
ttsubhme. depending on how you leei about Roadrunner cartoons ' (PopCompWldy) 
NEW GENERATION STICK OR KEYS CASSETTE £7.95 



GHOSTBUSTERS 



"A ternhc game extremely 
addictive and great tun to play' 
tWtVGamesI The speech synthesis is my goodindeed and the tune is really catchy THE 
GAME IS BEAU Y JUST AS GOOD AS THE FILM' (PopCompWklyl 'It may be the cheer of 
theyeai fortunately it lives up to its hyping ' (CommCompl ACTMSION ST1CKNEEDED 
CASSETTE £11.00 



COMBAT LYNX 



Brilliant graphtcs. outstanding 
simulation, an excellent game' (ZX 
Comp! The 3D graphics are quite different to anything seen before on any micro hiiis 
vaBeysand fields move towards you in an astonishingly convincing way' (PCGamesI 
DURRELL STICK OR KEYS CASSETTE £8.95 

This football- playing game is one of 
the most highly-praised of all 
rnHTD AT F Commodore programs Sensauonal3D graphics and 9 
P \J\J 1 Dnlifj sMIeveis For 1 or 2 players 
COMMODORE STICKS NEEDED ROM £15.00 



INTERNATIONAL 



MACBETH 



m A SUPERB NEW ADVENTURE oozes atmosphere 
and is totally enthralling a whole heap of material for 
|TXi/ money, and it 's all high quality, make no mistake I cannot praise it too highly Macbeth 
tsmadventmeoftheyear"(PersConipNeml(MAmZ CASSETTE £14,96 



PCI mj APPIAP Fust Beyond game for the C64' As usual with 
lOl ffffnlllllvll Beyond, (he graphics are laniasuc and it's a 
totally original game AsthePsi Wamoi you tide yout hover plane (like a hoveting 
skateboaid) through the hi-iech 3D silo as you fight yout way down rewards The Source 
BEYOND STICK OR KEYS CASSETTE £9.95 



ZAXXON 



'Ouitesimply. the best shoot-em-up for the C64" 
(CommUser) "II youwant the genuine article, this is the one 
mmHoriz) The 3D graphics are excellent aft that a good arcade game should 
be very dassy " (HomeCompWkJy) US GOLD. STICK I 
CASSETTE £7.95 DISK £14.95 



9ibi 



pntW ipmjjl IFfYTOf* This graphic adventure is based 
JElIUIV 1 IlCl V HVllH Vf on The Saga of Erik the Viking' by 
TERRY JONES The accompanying 24 page manual contains extracts ftom the book and 
these hold clues which will help you in the adventure As Erik the Viking, you travel through 
over 200 locations in search of the evil Dcgfighters who have kidnapped your family 
MOSAIC NO STICK CASSETTE £9.95 



BOULDER DASH 



A real winner the graphics are 
first class and the animation and 
movement of the rocks are posuvely Newtonian 1 This game is in a class of its own A must 
for your games collection (HomeCompWkly) STATESOFT STICK NEEDED 
CASSETTE £8.95 DISK £10.95 



EUREKA! 



Animated graphics and video-style split screen techniques 
make EUREKA a visually interesting game as well as an 
entertaining adventure" {C&VGames) With or without prizes . this package has got to be 
terrific value the music and sound effects are spectacular v DOMARK STICK 

NEEDED CASSETTE £14.95 DISK £16.95 



SYSTEM 15000 



An absolutely wonderful idea artificial 
hacking' System 15000 closely mimics a 
vast number of different databases and you have to hack your way around discovering 
passwords (PopCompWkly/ 7 recommend you play this game if you can It could become a 
cult game in years to come (YrComm) CRAIG CASSETTE £12.95 

COMPLETE MACHINE CODE 

THE BEST MACHINE-CODE TUTOR no serious programmer should learn machine code 
without it" (Crash/ The lessons are comprehensive enough to help even the beginner very 
user friendly '(SUserl NEW GENERATION NO STICKS £14.95 

WHITE LIGHTNING professional games 

production ' fHomeComp Wkly) 'The best package I have used, its features and flexibility are 
second to none' (PersCompNewsl The key to professwnal games design, includes a separate 
20K SPRITE DESIGNER OASIS CASSETTE £19.96 



SOLO FLIGHT 



-It is a delight to By this one' " (CommUser) 
"A very good simulation theairctaftisvery 
easy to handle' ' (PersCompGames) You must master take-off. landing, instrument flying 
navigation, emergencies, turbulence, before you can play MAIL PILOT to test your new skiDs 
US GOLD STICK NEEDED CASSETTE OR DISK £14.95 



SOFTWARE SUPERMARKET VISA/ ACCESS CALL 01-789 8546 (24 HRS) 



POST TO: SOFTWARE SUPERMARKET (YC1) 

87 HOWARD'S LANE, LONDON SW15 6NU, ENGLAND. 

For CATALOGUE ONLY, send Cl cash. Refunded with yout first order 

1 own a Commodore 64 I enclose a cheque/PO payable to Software Supermarket OR 

charge my 

VISA/ACCESS/EUPOCARD/MASTERCARD 



Signature 

Rease write clearly If we can't read it. you won't get it 

Name: , 

Address 

Postcode: 

PHONE NO . if any. in case of query 



luui 1 1 1 i nrm n m 



PROGRAM NAME 


CASS/D1SK 


PRICE 






































Postage & Packing UK add 75p per order 
Europe ADD Cl 00 per program 




Outside Europe ADD £ 1 50 program 




Total Order 






SOFT ON YOUR POCKET 
TOUGH ON OUR COMPETITORS 



DFM Database 

Easy-to-use. Big-System Features, Printed 
Reports, Mail Labels Option. Available for 
CBM 64 • BBC • Spectrum. £24.00 Disk or 
tape/ SPECTRUM E14.95/DFM * Labels 

£30.00. 

Home Accounts 

Bank Account, 20 Expense Headings, Name & 
Address File, Loan/Forecasts. Available for 
CBM 64 • BBC • Spectrum. £14.95 
Tape/£16.95 Disk. 

Transact 

Book-keeping System, All Day Books, Journal, 
Nominal Ledger. VAT Available for CBM 64 • 
BBC B'. £30.00 Disk or Tape. 



Invostact 

Invoice & Statement Generator. Automatic 
Creation from Sales Product Table. Available 
for CBM 64 • BBC 'B'. £30.00 Disk or Tape 

Stock-Aid 

Stock-Control System, Extensive 
On-Screen & Printed Reports. Available for 
CBM 64. £30.00 Disk or Tape. 

Electronics 

Study with Course Tutor to City & Guilds 
Standard. Available for CBM 64. £14 95 Disk or 
Tape. 



• All disk software has now been improved the Commodore Disc range has 

now been written in machine code. 
• Spectrum software is now microdrive compatible. 

• All our software has been re-packaged— this means that the boxes are smaller 
and there is more descriptive copy about the program on the back of the box. 

• Buy directly from us— alternatively if you write or telephone (Address and 
Telephone number are at the bottom of this advertisement). We will send you an 

informative Dealer Pack. 

• Watch out for our QL Sinclair Software! It will be available 

sooner than you think. 

The entire software range is available from 

Micro Dealer UK 

Telephone Welwyn Garden City 
07073 2818! 
and select title ranges are available from 
Websters Software. Tel. Guildford 0483 62222 

PCS Distribution. Tel. Darwen 0254 69121 1 and all Boots outlets 



PLEASE SEND ME FURTHER DETAILS OF 
YOUR COMPLETE RANGE OF PROGRAMS FOR 



NAME 



ADDRESS 



CBM 64 



□ BBC 



□ SPECTRUM 



TELEPHONE 



DIALOG SOFTWARE 

293 Copperfield. Umesfarm Estate, Chigwell. Essex. Telephone; 01-501 0799 

Barclaycard and Access accepted 





COMMODORE 

YOUR BEST INDEPENDENT COMMODORE MAGAZINE 




Whatever you do, don't let this happen 
to you. When you rush down to your 
newsagents to get your copy of the 
latest Your Commodore don't suffer the 
disappointment of being told they've 
none left. 

Why not sit in the luxury of your 
own home and feel safe in the 
knowledge that your copies will come 
neatly wrapped winging their way 
through the post and find themselves 
popping through your letter box? 

Whatever your interest in the 
Commodore range of computers and 
peripherals, you simply cannot afford to 
miss a single issue. The magazine is 
packed with news, reviews of the latest 



i 

I 

l 

l 

I 
i 



SUBSCRIPTION ORDER 
FORM 

Cut out and SEND TO: 
YOUR COMMODORE 
INFONET LTD., TIMES HSE, 
179 THE MARLOWES, 
HEMEL HEMPSTEAD, 
HERTS, HP1 1BB 
Please commence my personal subscription 
YOUR COMMODORE with the issue 



SUBSCRIPTION 
RATES 

(tick as 
appropriate) 



£14.10 for 12 issues 

UK 

£16.60 for 12 issues 
Overseas Surface 

£49.60 for 12 issues 
Overseas Air Mail 



software, information about the books 
for sale, articles to help you with your 
programming, games to type in and 
play, useful routines to make your 
computing life easier, and all sorts of 
useful, informative and entertaining 
features. So whether your interest is 
purely in the latest games available for 
the VIC 20 or in reading a serious 
review of the most recent hardware for 
your Commodore, you must ensure that 
you read and inwardly digest every issue 
of Your Commodore. 

And it's so easy to do! Just fill out 
the form below, write a cheque and 
send it off to the Subscriptions 
department. You know it makes sense! 



/ am enclosing my (delete as necessary) 
Cheque/Postal Order/International Money 

Order fori 

(made payable to ASP Ltd) 
OR 



Debit my Access/ Bar clay cardie 
(•kdelete as necessary) 




Please use BLOCK CAPITALS and include post codes. 



Name (Mr/Mrs/Miss) 
(delete accordingly) 



Address 



Signature 



Date. 



YOUR COMMODORE 



Lineage: 40p per word. Eiw 

Semi display: C9.00 per single column centimetre 
Ring for information on series bookings/discounts. 

AH advertisements in this section must be prepaid 
Advertisements are accepted subject to the terms and conditions 
printed on the advertisement rate card (available on request). 




01-437 0699 



Send your requirements to: 
SALLY COLLINS 
ASP LTD, 1 GOLDEN SQUARE, 
LONDON W1 



HARDWARE 



CBM 64 VIC 20 

Tape Transfer. Dual Cassette Interlace 

II is quick and easy to transfer any 
cassette program with TRIGSOFTa 
OCL 1 interlace DUPLICATES ALL 
TURBOS. M/CODE. DATA FILES ETC 
IF A PROGRAM CAN BE LOADED IT 
WILL BE TRANSFERRED EXACTLY 
ON A SECOND DATASETTE 
Send £1000 inc P6.P to Trigsoll. 
Marshfield House, 4 Burnett Place. 
Bradlord 80S 9LX. 7 day money back 
guarantee tl not 100% satisfied 



SOFTWARE 



COMMODORE 64 
SOFTWARE 

GAMES AND BUSINESS 
USE 

Also new releases list every 2 
weeks. Send your name and 
address to go onto our mailing 
list to: 

M. J. Seaward (Dept Y.C.O.) 

St Olat's Road, Hill Mead, 
Stratton, Nr. Bude. Cornwall. 
Tel: Bude 4179 up to 10 pm. 



SOFTWARE 
APPLICATIONS 



HOME ACCOUNTS. Put your 
house in order! Probably home 
computing's best use! Comnre- 
hensive coverage of bank 
accounts. Credit cards. HP inbuilt 
accuracy check.' Records all 
transactions. Projects cashflow for 
any period ahead. Available for 
C 16 CBM64 or VIC-20 £8 45 or 
free details from .Discus 
Software, Freepost. Windmill 
Hill. Brixham TQ5 9BR. Tele- 
phone 08045 55532. 



FOR HIRE 



VIC-20 / CBM-64 
SOFTWARE HIRE 

NO MEMBERSHIP FEE 

Send 2 ■ 1 7p stamps (or your hire kit to 
VSH (YM), 242 HANSOM ROAD. 
MAPPERLEY. NOTTINGHAM. 

Please state which machine 



It's easy to complain 
about advertisements. 
But which ones? 



Every Bullion* ot adverntemeni* appear in pnnr.on posim or in the cinema 
Mnu ot them comply with the ruin contained tn (he Bnmh Code ol Adverotinj 
Practice. 

Bui *omr of rhem break thr rule* and -arrant your compUinb. 

II you're no* Hire about whkh one* (hey are. however, drop la a line and well 
send you in abridged copy ol rhe Advertising Code Then, it an advera*emeni 
both en you. you 11 be juiolied in bothenng us 

The Advertising Standards Authority. 
If an advertisement is wrong, we're here to put it right. 

ASA Ltd, Depi 2 Brook House. Tomnflton Place, London WC1E7HN 



well £ 

1 



SOFTWARE 



ZOOMSOFT 

COMMODORE 64 
SOFTWARE SPECIALISTS 



Tllle c»»* disc 

Boulder Dash 7.2S 9.25 

Bristles B 95 10 96 

Astro Chase 8.95 10.95 

Flip Flop 7.25 9.25 

Hard Hal Mack 9.95 12.95 

Fort Apocalypse 9.95 14.95 

A2tec Challenge 8.95 12.95 

David s Midnignt Magic 9.95 12.95 

P'tslop 8.95 11.95 

Zork I — 11.95 

Zork II *. - 11.95 

Zork III - 11.95 

Starcross — 11.95 

Deadline — 11.95 

Encounter 9.95 12.95 

Flight Simulator 34.25 37.95 

SAM — 41.95 

Forbidden Foresl 8.95 12.95 

Jotboot Jack 7.94 — 

Nato Commander 9.95 12.95 

Dragon Raider* ol 

Pern 8.95 11.95 

Impossible Mission 8.95 11.95 

Spelunker 9.95 12.95 

One on One 9.95 12.95 

Super Base 64 - 86.25 

M.U.L.E 11.95 14.95 

Adventure Creator ROM 29.95 

Jumpman 9.95 11.95 

Beyond Castle 

Wolfenstein — 21.95 



Title cast disk 

Castle Wot'enslein — 27.95 

Master Type — 32.75 

Sprite Maker 9.95 — 

Choplitter 9.95 12.95 

Letter Wizard - 34.95 

Mask ollhe Sun — 28.75 

Drol - 25.75 

Spell Wizard — 34.95 

B.C'S Ouesllor Tyres 9.95 — 

Raid on Bungeling 

Bay 9.95 12.95 

Super Fox {talkie) 9.95 14.95 

Realm ot Impossibility 9.95 12.95 

Ardion 11.95 14.95 

Pole Position on cartridge 14.95 

Mr Robot 8.95 11.95 

Spitfire Ace 9.95 12.95 

Beach Head 9.95 12.95 

Dallas Ouest —14.95 

Bruce Lee 14.95 14.95 

Knights ol the Desert 14.95 14.95 

Combat Leader 14.95 14.95 

Tigers in the Snow 14.95 14.95 

Caverns ol Khafta 8.95 12.95 

Blue Max 9.95 14.95 

Multiplan —99.95 

Paintbrush ROM 19.95 

Personal Accountant 25.60 — 

Graphics Baste — 25.55 

Household Finance 22.85 — 

Logo 



100 s more titles available. Send S.A.E. tor tree 
catalogue. Send cheques/POs to: 

ZOOMSOFT 

46 Huntsworth Mews, London NW1 6DB. 
Tel: 01-723 0562 



YOUR COMMODORE — CLASSIFIED ADVERTISEMENT - ORDER FORM 



1. 



7. 



10. 



13 



2 



11 



14. 



3 



6 



12 



15 



Advertise nationally m these columns lor only 40p per word (minimum 
charge IS words) Simply print your message in the coupon and send with 
your cheque or postal order made payable to Argus Specialist 
Publications Ltd. to: 

CLASSIFIED DEPARTMENT. YOUR COMMODORE, 
No. 1 Golden Square, London W1. 
01-437 0699 



Name . . 
Address 



Tel. No. (Day) 



» 

Please place my advert in Your Commodore tor 



issues. Please indicate number of insertions required. 



THE BIG THREE 

THREE ESSENTIAL PACKAGES CAN BE YOURS FOR WELL UNDER THREE FIGURES! 



DATABASE 



Micro Magpie for the Commodore 64 is 
probably the most advanced database 
management system available lor any home 
micro With Micro Magpie you can create a 
database system tailored exactly to your own 
information handling requirements 

With most database systems, you only get out 
what you put in Micro Magpie gives you morel 
It can manipulate data between different files, 
perform calculations on numerical data, pnnt 
out repots, and hardcopy data in graphical 
form Only Micro Magpie can give you all these 
features . . 

» FuMy user programmable database 
management system 

* Operated by easy-to-use pop-up menus 
using just four keys 

* 100% machine code program tor speed and 
compactness 

* Can perform complex calculations on 
numerical data 

* Searches on any Held, with wild card and 
part-field matching 

t Works with one or two 1541 disk drives 
« Horizontal or vertical oar graph or scatter 
graph output 

* Integral Centronics interface tor parallel 
printer option 

* Professionally written instruction manual 

* Help readily available from Help Disk 

* Free application templates - Mailing List and 
Slock Control 

Micro Magpie would be excellent value if you 
bought it for the applications alone' You can 
rave a highly sophisticated Mailing Ust system 
up and running within minutes, and you'll still 
tx using only a fraction of Micro Magpie's 
potentiall Once you Stan: tailoring your own 
custom applications, you will begin to discover 
why Commodore User magazine called Micro 
Magpie 'the software bargain of the year"! 



MICRO MAGPIE 



ON DISK ONLY 



SPREADSHEET 



Micro Swift - the affordable professional 
spreadsheet system for the Commodore 64 
Micro Swift will prove indispensable In business 
or around the home to construct models of 
income and expenditure, for carrying out 
instant 'wbat-if calculations to see how a 
change in one or more figures affects all the 
other figures, or for specialised applications 
where complex number crunching is required 

Micro Swift is unique in that it is operated by 
pop-up menus, a system pioneered by our 
Magpie database program No longer do you 
have to memorise a whole hierarchy of 
commands and control keys - the menus appear 
when you want them, and disappear when you 
don't 

Micro Swift is written totally in machine code 
Ibeware other spreadsheets in Basic!) tor speed 
and compactness, giving you more room to 
construct more complex models. 
Micro Swift gives ycHi these amazing features 

» Al to Z254 cell matrix 
t Variable cell widths. 

• Spin screen facility 

» User definable numenca! precision and 

display formatting 
' Integral Centronics Interface for parallel 

printer option 

* Automatic execution of user-programmed 
sequences 

Graphical display option 
Operated by easy-to-use pop-up menus. 
Free ready-programmed applications 
included 

File storage on disk or cassette 
Full instruction manual included 
Don t be fooled by the price! Micro Swift gives 
you facilities equal, if not superior, to 
spreadsheets costing many times more Micro 
Swift is available on disk or cassette Micro Swift 
- Spreadsheet power to the people) 

MICRO SWIFT - ON DISK OR CASSETTE 



£39.95 



Inc VAT 



£19.95 



Inc VAT 




MICRO 

WOR0*r5AF 

WORD PROCESSOR 



Micro Wordcraft Is our new disk-based 
professional word processor It is a direct 
descendant of the highly respected Wordcraft 
program, which is in use world-wide on the 
larger Commodore machines. Sinus, and IBM 
PC. etc Wntten in 100% machine code. Micro 
Wordcraft spells affordable office quality word 
processing for the home or business user. 
It is often said that "you get what you pay for", 
but with the Audiogenic Professional Series you 
get what you pay for and morel 
Micro Wordcraft gi\#s you all these advanced 
facilities . . 

* Full text control - document width up to 99 

* columns, tabs, decimal tabs, justification 
and centering 

* Full text manipulation - on-screen editing, 
block move, block delete, string search and 

* replace, underlining and emboldening. 

« Scrolling screen display, uncluttered by 

control characters 
« Name and address files can be created and 

merged into standard letters 

* Easy merging of standard paragraphs- 
Compatible with Commodore, paratlet and 
RS232 printers 

* Integral Centronics interface for parallel 
printer option. 

Instantly accessible Help screens. 

* Comprehensive instruction manual 
included 

The name and address merging capabilities of 
Micro Wordcraft make it an ideal tool for small 
businesses, dubs, societies or hobby groups, 
where there are regular mailings of standard 
letters For home use. Micro Wordcraft contains 
all the facilities you could ever need, at a price 
you can easily afford! 



MICRO WORDCRAFT - ON DISK ONLY 



£24.95 



inc VAT 



The Audiogenic Professional Series represents a price breakthrough for business-orientated software products. With Micro 
Magpie. Micro Swift, and Micro Wordcraft, the power and convenience of the computerised office can be a reality for all 
Commodore 64 owners! 

Each of the three products represents the state of the art In its particular field. Great care has been taken over the 
documentation to make sure that you, the user, can quickly make use of the facilities available. Also, a full backup service Is 
provided by the Audiogenic Technical Department, who are only a phone call away If you have any queries about the 
products. 

So, whether It's for your home, business, club or society, make sure you go for the Audiogenic Professional Series I 



Audiogenic 



LTD I 



PROFESSIONAL SERIES 



ai imnr,cMir im po phy pp pPAniNtr; rppicc; PMr.i AMn tk»i- /D734I AA4A4A 



Choosing the right computer 
is a good start — but can you 
find the right software? 




At SUPER50FT we're very conscious of the 
fact that people who spend several hundred 
pounds on computer equipment are looking 

.to do rather more than play Space Invaders. INTERDICTOR PILOT is a space flight 
Financial planning is a rather grand name simulator. Nowadays simulators are widely 
for something you've been doing all your life used to train pilots and astronauts because - 
- making ends meetl Perhaps if Mr to be frank - it's a lot cheaper (and safer) 
Mtcawber had used BUSICALC he would than the real thing! 
have been able to balance the books a little Imagine, rf you will, life in the 22nd 
better century: space travel is commonplace, and 
For home, club or small business use on the outskirts of the galaxy the first war 
BUSICALC 1 should pay for ttself in no time at between civilizations is being fought. A short- 
all; for larger companies we recommend age of trained pilots has prompted the Feder- 
BUSICALC 3, one of the few really valuable ation to develop a computer simulation that 
programs that you can learn to use in a day. allows raw recruits to gain experience with- 
Although your Commodore 64 is a power- out paying for their mistakes with their lives, 
ful musical instrument you need to be a With the aid of your Commodore 64 you too 
pretty good programmer to understand how can learn to pilot the Interdictor Mk 3 craft, 
it all works. Unless, of course, you buy MUSIC But be warned - this is no game! 
MASTER! 

To use MUSIC MASTER requires no prior 
musical knowledge, though in the hands of 
an experienced musician it will prove an 
invaluable tool. You don't need to know the 
first thing about programming either! MUSIC 
MASTER is the musical equivalent of a word 

processor, remembering the notes you play SUPERSOFT, Winchester House, Canning Road, 

and allowing you to replay and edit them as Wealdstone, Harrow. Middlesex HA3 7SJ 

you wish. Telephone: 01-861 1166 




Other SUPERSOFT products include the 
MIKRO ASSEMBLER cartridge, the only 
assembler that's ideal for beginners yet pow- 
erful enough for the professional (most of 
our competitors use it!) The VICTREE carl- 
ridge adds dozens of commands to Basic 
including toolkit aids and disk commands; or 
on disk there's MASTER 64, a really com- 
prehensive package for the keen prog- 
rammer. 

Of course, we do also publish qames 
programs, and with classics tike STTX, QUINX 
and KAMI-KAZE in our range we are one of 
the market leaders. But we most enjoy 
coming up with the sort of programs that are 
going to be in use for months and years, not 
hours and days - the sort of programs that 
make you glad that you bought a computer - 
and glad that you bought SUPERSOFT! 

You won't find SUPERSOFT products on 
the shelves of your local supermarket. But 
most specialist shops stock titles from our 
extensive range (and are prepared to obtain 
other programs to order). However you can 
also buy direct by sending a cheque (pre-paid 
orders are post free!), by calling at our 
offices, or over the telephone using your 
ACCESS card.